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APX 

ATARI® Program Exchange 



Product Catalog 
Fall Edition 1983 
Price $2.00 



Consumer- 
written 
programs for 

ATARI Home 
Computers 




Printed in the U.S.A. 




r A 



••sir 



04 Vssu« io' 33 in Cam" 
store or r*w 

^^^^ The ATARI Resource 



ANTIC is an independent monthly publication for ATARI owners 
and users. ATARI® is a registered trademark of Atari, Inc. 




ATADi ^ 



°VERVIEW 

UPGRADE 
V °UR 400 




APX 

Product Catalog 

Fall 1983 



Table of Contents 



Order Forms Centerfold 

Index of programs 2 

Order information 3 

Current APX Hits 4-7 

APX Fall Contest winners 8 9 

Home Management programs 10-15 

Personal Development programs 17-20 

Learning programs 21-44 

Entertainment programs 46-59 

Systems/Telecommunications programs 60-71 

Publications 72 

Hardware 72 

ALL ABOUT APX 

From the Editor 24 

What is APX? 34 

Contest Rules 34 

Request form for a Program Submission 
Packet Centerfoldj 




On the Cover: The city map of 
GETAWAY!, the APX game of cops 
and robbers, covers 35 screens. Now 
a four-color GETAWAY! map measur- 
ing approximately 2 feet by 3 feet is 
available to guide you back to your 
hideout. The price is $4.00; order 
number is APX-90012. Shown here is 
a section of the poster, the creation 
of the designer of the APX catalog, 
Jim M'Guinness. On the back cover is 
the first APX advertisement to appear 
in magazines across die nation, also 
for GETAWAY! 




Contest deadlines: October 1 marks 
the deadline for all program sub- 
missions to the APX winter contest. 
Entries submitted by that date will be 
eligible for the 1983 grand prize — 
$25,000 in cash! And if the submission 
relates in some way to an approved 
Olympic sport, the programmer and a 
guest of his or her choice is also eligi- 
ble to win an all-expense-paid trip for 
two to the 1984 Summer Olympic 
games in Los Angeles! 

Peripheral Contest: Here's a contest 
for everyone. If you Ve never sub- 
mitted a program to APX before, or if 
you're a bestselling APX author, you 
have a chance at some nifty prizes, in- 
cluding an annual best-of-all prize of 
$5,000 in cash, in our new Quarterly 
ATARI Peripheral Contest. See the in 
side back cover of this issue for de- 
tails. 

Program availability: Programs are 
available at the prices listed in this 
catalog starting September 26, 1983. 

Director: Fred Thorlin 

Administrative assistant: Donna 
Bennett 

Product review 

Jack Perron, manager. John Cardozo, 
Mike Downie, Gene Plagge, Karen 
Stagnaro, Shirley Stas 

Publications 

Theo Przybyszewski, manager. Joanne 
Bahnsen, Christopher Caen, Merle 
Metcalfe 

Sales and manufacturing 

Al Thomas, manager. 

Kyla Andini, Dana Bushnell, Skip 

Cramer, Stephen Janes, Mike Long, 

Man Lorenzen, Teresa Lorenzen, Terry 

Manica, Steve O'Sullivan. Ernest 

Solorio 

Designer: Jim M'Guinness 



INDEX 



Home Management 

AtariWriter Printer Drivers 10 
Atspeller 1 1 
Bowler's Database 13 
Calculator 13 

Color Alignment Generator 10 
Data Base/Report System 13 
Data Management system 24 
Diskette Mailing List 14 
Enhancements to GRAPI 1 IT 14 
Family Vehicle Expense 14 
Financial Asset Management System 14 
Home Inventory 1 1 
Home Loan Analysis 1 2 
Hydraulic Program 20 
Isopleth Map-making Package 20 
Real Estate Cash Flow Analysis 15 
Stock Management 1 5 
Strategic Financial Ratio Analysis 12 
Text Formatter 20 
Typit IS 

Personal Development 

Advanced Musicsystem 17 
Astrology 17 
Banner Generator 20 
Blackjack Tutor 19 
Drawit 18 
Fingerspelling 19 
Going to the Dogs 20 
Jukebox #1 17 
Keyboard Organ 20 
Personal Fitness Program 19 
Piano Tuner 18 
Player Piano 19 
Video Kaleidoscope 20 

Learning 

Advanced Fingerspelling 22 
Algicalc 1 41 
Atlas of Canada 33 
Calculus Demon 1 41 
Circuit Lab 29 
Counter 27 
Cubbyholes 26 
Earth Science 32 
Easygrader 39 
Elementary Biology 32 
Escape to Equatus 42 
Excalibur 21 
Flags of Europe 39 
Frogmaster 33 
Geography 32 
Hickory Dickory 33 
fit) Different 40 
Instructional Computing Demonstration 33 
Letterman 27 
Magic Melody Box 40 
Mapware 44 
The Market Place 32 
Math Mission 42 
Math*UFO 42 
Mathematic-Tac-Toe 42 
Metric and Problem Solving 32 
Midas Touch 40 
Monkey Up a Tree 25 



Morsecode Master 28 

Music I — Terms & Notations 33 

Music II — Rhythm & Pitch 33 

Music III — Scales & Chords 33 

Musical Computer — The Music Tutor 40 

Musical Pilot 22 

Mv Spelling Easel 28 

Number Blast 29 

Polycalc 1 41 

Prefixes 32 

Presidents of the United States 30 

Punctuation Put-on 43 

Puzzler 23 

Ringmaster 23 

Spelling Genie 30 

Starware 44 

Teasers by Tobbs 26 

Text Analyst 33 

Three R Math Classroom Kii 41 

Three R Math Home System 42 

Typo Attack 25 

Video Math Flash Cards 42 

Word Search Generator 39 

Wordgo 43 

Wordmaker 39 

Entertainment 

Air-Raid! 59 

Attank! 50 

Avalanche 59 

The Bean Machine 51 

Blackjack Casino 59 

Block Buster 57 

Bootleg 54 

Can t Quit 55 

Caterpiggle 55 

Checker King 58 

Cribbage 59 

Dandy 49 

Diggerbonk 58 

I h >\\ nhill 51 

Ennumereight 53 

Galahad and the Holy Grail 56 

Game Show 59 

Getaway! 48 

Gridiron Glory 57 

Impact 59 

lOO Roadway 46 

Kangaroo 48 

Melt-Down 2 59 

Memory Match 59 

Microsailing 56 

Moon Marauder 47 

Outlaw/1 lowitzer 52 

Phobos 49 

Quarxon 52 

Salmon Run 50 

Saratoga 47 

747 Landing Simulator 58 

Seven Card Stud 54 

Smasher 53 

Snark Hunt 59 

Space War 46 

Terry 58 

Yahiman 57 



Systems/Telecommunications 

ATARI Pascal Language System 70 
ATARI Program-Text Editor 69 
BASIC Program Compressor 71 
BASIC/XA 62 
Cartoonist 60 

Chameleon CRT Terminal Emulator 69 

Deep Blue C Compiler 64 

Deep Blue Secrets 64 

Disk Fixer/Load 'n Go 63 

Diskette Librarian 64 

Diskmenu 71 

Dunion s Debugging Tool 66 
Eastern Front Scenario Editor 61 
Eastern Front Scenarios 42/43/44 61 
Extended fig-FORTH 66 
Extended WSFN 68 
FORTH Turtle Graphics Plus 67 
run-FORTH 67 

GTIA Demonstration Diskette 71 
Hex-a-Bug 65 
Insomnia 70 

Instedit (ATARI BASIC version) 65 
Instedit (Microsoft BASIC version) 65 
Keypad Controller 63 
Mantis 68 
Mapmaker 24 
Mathlib 60 

Microsoft BASIC Cross-reference Utility 71 

Music Player 71 

Player Generator 71 

Screen Dump LJtiliry 63 

Source Code for Eastern Front 62 

Speed-O-Disk 71 

Supersort 63 

T: A Text Display Device 69 
Utility Diskette II 71 

Publications 

De Re ATARI 72 

APX Product Catalog, spring 1983 edition 72 
APX Product Catalog, summer 1983 

edition 72 
APX Product Catalog, fall 1983 edition 72 

Hardware 

48K RAM Expansion Kit 72 
DE-9S controller plug 72 
5 -pin DIN connector 72 
13-pin I/O plug 72 
13-pin I/O socket 72 
DA-1 5P 850 printer plug 72 
DE-9P 850 serial plug 72 



1 Indicates trademark of The Soft Warehouse 

2 Indicates trademark of Stephen Romejko 



Ordering Information 



APX products only. The ATARI Program Exchange 
handles orders only for the items described in this 
catalog. For all standard ATARI Home Computer prod- 
ucts, including any software, hardware, or documenta- 
tion mentioned in this catalog, see your local ATARI 
Computer retailer. 

$10 minimum order, plus shipping and handling 
charge. We'll fill orders of $10.00 or more Please add 
$2. SO to your order to cover shipping and handling. 

Mail Orders. To order bj mail, fill out an order form 
and mail it, together with your payment, to the ATARI 
Program Exchange, P.O. 3705, Santa Clara, CA 95055. 

Phone Orders, for Easter service, phone in credit 
card orders, using our toll-free number, 800/538-1862 
(or 800/672-1850 for calls within California). You can 
also call us at 408/72^-5603. Telephone hours are Mon- 
day through Saturday, 7 a.m. to 5 p.m. PST. 

Payment by check, money order, VISA, or Master- 
Card. Your payment must accompany all mail orders. 
Enclose a check or money order, or charge your order 
to your VISA or MasterCard account. Include the $2.50 
shipping and handling charge in your payment. Cali- 
fornia residents need to add 6.5% sales tax to the mer- 
chandise total, exclusive of shipping and handling. 

No C.O.D. or purchase orders. We regret thai we 
cannot accept orders paid by C.O.D. or by a purchase 
order. 

Foreign orders. At present, we can handle orders 
only from the United States. Contact your ATARI sup- 
plier for more information. 

Delivery to P.O. Box numbers. We normally ship 
your order by United Parcel Service (I PS) Because 
I PS doesn't deliver to P.O. Box numbers, please use a 
street address on your order form. 

Alternate shipping method. Please indicate an alter 
nate method of shipment if TPS doesn't deliver to your 
area. 

DISCLAIMER OF WARRANTY ON APX COMPUTER 
PROGRAMS. Mom APX Computer Programs haw been 
written by people not employed by Atari. The pro- 
grams we select for APX offer something of value that 
we want to make available to ATARI 1 lome Computer 
owners. In order to economically offer these programs 
to the widest number of people. APX Computer Pro- 
grams are not rigorously tested by Atari and are sold 
on an as is basis without warrant) of any kind. Any 
statements concerning the capabilities or utility of APX 
Computer Programs are not to be construed as express 
or implied warranties. 

Atari shall have no liability or responsibility to the ori- 
ginal consumer purchaser or any other person or en- 
tit\ with respect to any claim, loss, liability, or damage 
caused or alleged to be caused directly or indirectly by 
APX Computer Programs. This disclaimer includes, but 
is not limited to. any interruption of services, loss of 



business or anticipator}' profits, and/or incidental or 
consequential damages resulting from the purchase, 
use, or operation of APX Computer Programs. 

Some states do not allow the limitation or exclusion of 
implied warranties or of incidental or consequential 
damages, so the above limitations or exclusions con- 
cerning APX Computer Programs may not apply to you. 

LIMITED WARRANTY ON MEDIA AND HARDWARE 
ACCESSORIES. Atari, Inc. ( Atari ) warrants to the 
original consumer purchaser that the media on which 
APX Computer Programs are recorded and any hard- 
ware accessories sold by APX shall be free from defects 
in material or workmanship for a period of thirty (30) 
days from the date of purchase. If you discover such a 
defect within the 30-day period, call APX for a return 
authorization number, and then return the product to 
APX along with pnxjf of purchase date. We will repair 
or replace the product at our option. If you ship an 
APX product for in-warranty service, we surest you 
package it securely with the problem indicated in writ- 
ing and insure it for value, as Atari assumes no liability 
for loss or damage incurred during shipment. 

This warranty shall not apply if the APX product has 
been damaged by accident, unreasonable use. use with 
any non-ATARl products, unauthorized service, or by 
other causes unrelated to defective materials or work- 
manship. 

Any applicable implied warranties, including warranties 
of merchantability and fitness for a particular purpose, 
are also limited to thirty (30) days from the date of 
purchase. Consequential or incidental damages result- 
ing from a breach of am applicable express or implied 
warranties are hereby excluded. 

The provisions of the foregoing warrants are valid in 
the l .S. only. This warranty gives you specific legal 
rights and you may also have other rights which vary 
from state to state. Some states do not allow limitations 
on how long an implied warranty lasts, and. or do not 
allow the exclusion of incidental or consequential dam- 
ages, so the above limitations and exclusions may not 
apply to you. 

No cancellations, returns, refunds, or credits. \\ i 

keep our costs down, we accept no cancellations and 
no returns, except for defective media or for goods 
damaged in shipment. >X e give no refunds or credits 

Goods damaged in shipment. If your order arri\es 
damaged, please call one of our toll-free numbers with 
in seven days after receiving your order. Have your 
packing slip at hand and ask for a return authorization 
number. Do not return a program to APX without this 
number. 

Right to make changes. W e reserve the right to 
make price and availability changes in the products 
described in the APX catalog at any time and without 
notice. 



Current ARY Hit* 




GETAWAY! 

by Mark Reid 

Find the loot and slash it before the law nabs 
you! Your getaway car races across a city that 
covers 35 screens See page 48. 



TERMINAL ADN-3A 
BACK = XI RUB OUT 
LEFT MARGIN ZERO 
LINE LENGTH 86 
CURSOR FREE 

FTP UPLOAD 
— > F D : CTR . DOC. 

FILE TYPE TEHT 

R: DEUICE 1 

BAUD RATE 386 

PARITY NONE 

DUPLE K FULL 

FLOW CONTROL ECHO 

USE OPTION « SELECT, 
=AUE. RESTORE, QUIT, 
PRESS START TO GO ON 



CHAMELEON CRT TERMINAL 
EMULATOR 

by John Howard Palevich 

G>nvert your computer to a Glass TTY. ADM-3. 
or VT-52 terminal. Features include 80 column. 
24-cliaracter line display and previous page col- 
umn buffer See page 69. 




-SCORE : « 



SPELLING GENIE 

by Dale Disharoon 

Four spelling games filled with magic and 
whimsy also offer excellent practice in spelling 
and word recognition. See page 30. 




TYPO ATTACK 

by David Buehler 

T\pe the right character and destroy the T\pos 
— a great way to practice your touch typing! 
Nine levels of skill See page 



COUNTER* 



& & & 

& & £3* ^* 




COUNTER 

by Al Casper 

An introduction to numbers m four languages. 
Captivates younger children with color, sound 
and action. See page 2 T . 




VIDEO MATH FLASH CARDS 

by Richard S. W aller 

Timed math drills provide no stress practice, the 
c hance to retry problems missed earlier, and a 
ranking up to Math Wiz! See page 42 



EXTENDED 
fig-FORTH 
REV. 2 



EXTENDED fig-FORTH 

by Patrick Mullarky 

Full implementation of the increasingly popular 
programming language with more definitions 
(for advanced programmers). A good develop 
ment tool for applications that require high 
speed and low memory consumption. See 
page 66. 







1X2 


- *7 




: -5 


1X2 





NUMBER BLAST 

by Richard Wiitala 

Practice solving addition and multiplication 
problems by "blasting" to the answer more 
quickly than your opponent See page 29. 




DEEP BLUE C COMPILER 

by John H. Palevich 



C — more powerful than liASIC less error- 
prone than assembly language, transportable. 
This compiler helps you create large programs 
with G, See page 64. 



Current APX Hit* 




SEVEN CARD STUD 

by Monty Webb 

Play poker against five opponents, each having 
four programmable playing traits. An instant all- 
night poker game! See page 54. 




INSTEDIT 

by Sheldon Leemon 

The best character set editor we've ever seen. 
INSTEDIT can help you make maximum use of 
the advanced graphics capabilities of your ATARI 
Home Computer. There's also a Microsoft BASIC 
version. See page 65. 



DOWNHILL 

by Mark Reid 

Time to hit the powder! Pick a slope, select your 
speed, and race against the clock to get to the 
bottom of the slope without hitting a tree or 
missing a gate. Thrills without chills, and no 
broken bones! See page 51. 






SALMON RUN 

by Bill Williams 

Help Sam the Salmon reach his lady love! You 
guide him upstream, leaping up waterfalls, steer- 
ing clear of bears, fishermen, and seagulls in a 
race against time. See page 50. 



10 GO 

8 10 



TOO©3 WMOT 
M TT ME BOX"? 



TEASERS BY TOBBS 

by Thomas C. O'Brien and 
Sunburst Communications 

Tobbs is an imp! Fill his boxes with correct an- 
swers to math problems. He's glad when you're 
right, bill he shakes his head firmly when you're 
wrong. Adults are challenged and charmed too. 
See page 26 



ATARI PASCAL 
LANG! AGE SYSTEM 



ATARI PASCAL LANGUAGE SYSTEM 

ISO PASCAL with many enhancements tailored 
to the needs of advanced PASCAL programmers. 
See page 70. 




MAGIC MELODY BOX 

by W. Wes Horlacher 

You've always wanted to write a song, right? But 
you can t read music, right? Well, now you can 
be Cole Porter! Create a four-voice harmonized 
song in just two steps. You design the melody 
line, the program does the rest. See page 40. 



QUARXON 

by Scott Ludwig 

The enemy is attacking — defend the droids! 
Quarxon's strange atmosphere makes direct 
fighting difficult: your own laser fire could be- 
come your downfall! See page 52. 




KEYBOARD ORGAN 

by Alan Griesemer and 
Stephen Bradshaw 

Turn your ATARI Home Computer into a simple 
organ! V ibrato and attack features can modify 
the sound. Record and play back your music, 
even play both parts of a duet! See page 20. 



5 



APX Fall Contest Wii 



1ST PRIZE 



Home Management 




COLOR ALIGNMENT GENERATOR 

by Don Lee 
Use your computer to correct your TVs picture. 
Clear instructions and on-screen patterns and graphs 
guide you through the process step by step. See 
page 10. 



Consumer 




ION ROADWAY 

by Jim Summers 
You alone must master the joystick control of the 
I-Car: gain points by spinning out, navigate past 
dangerous robot cars, and never miss a chance to 
refuel! See page 46. 



2ND PRIZE 



NOT AWARDED 
THIS QUARTER 




SARATOGA 

by Paul Wehner 
The year is 1777. You command the American 
forces: destroy the Redcoats by year end and retain 
control of Albany, Philadelphia, West Point, and Fort 
Ticonderoga. Eight scenarios! Games in progress 
can be saved. See page 47. 



3RD PRIZE 



NOT AWARDED 
THIS QUARTER 




MOON MARAUDER 

by Stephen Romejko 

Destroy the alien bases on the rrux)n and save the 
Earth! You control the altitude and direction of your 
ship. See page 47. 



8 



APX Fall Contest Winners 




1ST PRIZE 



Learning 



n 



salami; 



PUZZLER 

by Paul Lewandowski 
Your child can work as many as 20 different brightly 
colored puzzles! Use the joystick to place the pieces 
— no penalty for mistakes, and a record of tries is 
kept to mark improvement. See page 23. 



Systems/Telecommunications 




CARTOONIST 

by Bryan Talbot 
Use your ATARI Home Computer to create charac- 
ters and put them into action. Programmers can add 
animated sequences to programs, and children can 
discover the world of animation. See page 60. 



2ND PRIZE 



RINGMASTER 

by Gregor Novak 
Elephants, camels and a show-off monkey teach 
multiplication tables under the big top! You set the 
level of difficulty. Bright colors and lively music 
make learning fun. See page 23. 




by Frank Paris 
MATHLIB is a whole library of math functions de- 
signed to expand your DEEP BLUE C COMPILER in- 
to the area of floating point calculations. Recom- 
mended for programmers familiar with DEEP BLUE 
C. See page 60. 



3RD PRIZE 




NOT AWARDED 
THIS QUARTER 



MUSICAL PILOT 

by Charlie Kulas 
Pilot your plane through the notes of a song. Each 
note is a balloon that pops when your plane flies 
through it. Helps children learn relationship be- 
tween sounds and notes, but first of all, it's fun! See 
page 22. 



Home Management 





ATARIWRITER™ PRINTER DRIVERS 

Recommended for owners of AtariWriter™ and printers 
other than the ATARI 825™ and ATARI 1025™ 
Written in machine language 

Adapt the AtariWriter™ Word Processor for use 
with several printers 

Everyone's impressed with the new AtariWriter™ Word Pro- 
cessor because it's so versatile and easy to use. But until now, 
unless you had an ATARI 825 or ATARI 1025 printer, it was 
hard to use this powerful word processing system. With this 
printer driver program, you can adapt several other kinds of 
printers to AtariWriter m . 

It's easy to prepare your diskettes. You just copy a file, using 
DOS, from the printer driver diskette onto your text diskette, 
renaming it AUTORIJN.SYS, and from then on, you can use 
that text diskette with your printer. Each time you load your 
text diskette into computer memory, the printer driver 
routine loads along with it. There's less computer memory 
available to you, but the manual shows you how to deal with 
large text files. 

You can use AtariWriter™ Printer Drivers with the following 
brands and model numbers of printers: 

ATARI 1020™ and ATARI 1027 

EPSON EX-80, MX-80 and MX 100 

EPSON MX-80 GRAFTRAX and MX- 100 GRAFTRAX 

EPSON MX-80 FT III and MX-100 FT III 

GEMINI- 10 

NEC-8023A 

PROWRITER-8510 

The manual shows you how to adapt the word processor's 
special functions to each individual printer. 

REVIEW COMMENTS 

If you own a printer other than the ATARI 825 or ATARI 1025, 
this set of drivers makes it easy to use the fine AtariWriter™ 
word processor. However, it doesn't always allow access to 
special printer features, such as subscripts and superscripts 

REQUIRES 

AtariWriter™ Word Processor cartridge 
Diskette! s) containing text files 
Printer (listed above) 

ORDER INFORMATION 

Media RAM Price Order No. 




COLOR ALIGNMENT GENERATOR 

by Don Lee 

Recommended for ages 17 and up 
Written in BASIC 

Use your computer to correct your TVs picture 

How many times on yoOf TV have your green Martians been 
off-blue, your orange sunsets a pale shade of pink? The color 
alignment is sometimes off, and you're left with a poor ex- 
cuse for a color TV. Now with this program you can use your 
computer to correct this color deficiency without having to 
surrender your TV to the repairman. 

The program guides you through the process step by step in 
the manual. On the screen, it displays a set of color and black 
and white patterns and graphs, while the manual describes 
how to use them to perfect your TV reproduction. Using 
several easily recognizable controls, you can quickly correct 
any problem in the color quality or alignment An electrician 
or electronics student can use the included NTSC American 
standard color bars and patterns. No matter what your elec- 
trical proficiency, this program can help you achieve better 
TV reception. 

REVIEW COMMENTS 

This program, with an easy-to-follow manual, lets the user ad- 
just his or her TV at home, or tell if it needs to be taken into 
the shop for adjustment. 



REQUIRES 

ATARI BASIC Language Cartridge 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 2iK 


$19.95 


APX-10222 


Diskette 32K 


$19.95 


APX-20222 



For credit card orders, use these 
toll-free numbers: 800/672-1850 
(California) or 800/538-1862 
(elsewhere in Continental U.S.A.) 
Or phone direct: 408/727-5603. 




Diskette 



24K 



$24.95 APX-20223 



Home Management 




HOME INVENTORY 

by RLM Micro Systems 

Recommended for ages IS and up 
Written in BASIC and machine language 



Protect your property by recording vital 
information 

YouVe devoted time, effort, and money to acquiring your 
possessions, and you've insured your valuables against loss or 
damage. But, have you recorded the information required by 
your insurance company for reimbursement? For each item, 
HOME INVENTORY lets you keep track of a name, type, de 
scription, serial number, date purchased, and purchase price. 
You can store information for up to 1200 items on a single 
diskette, and you can use as many diskettes as necessary tp 
record all your possessions. 

HOME INVENTORY is very easy to use. Color-coded screens 
and simple messages guide you through entering the in 
formation for each item, for locating selected items, and for 
printing complete or condensed inventory lists of all or 
selected items. You can also erase or revise information for 
items at a later date. Then, after you record all your vsd 
uables, you can store a copy of the diskette containing your 
records in another location, such as a bank safety deposit box 
or a friend's home. No one wants (0 Lue loss or destruction 
of property, but with HOME INVENTORY, if disaster strikes, at 
least you're prepared with the information needed to get 
restitution from your insurance company 

The authors invite questions and comments by mail and tele- 
phone. 

REVIEW COMMENTS 

This program is easy to understand and use The color-coded 
screens help you keep track of where you are. and numerous 
messages ensure you don't accidentally lose information. 



REQUIRES 

ATARI BASIC Language Cartridge 
Diskette(s) tor storing records 




ATSPELLER, Rev. 2 

by R. Stanley Kistler 

Recommended for ages 12 and up 
Written in machine language 

Check your documents for correct spelling 

How can you look a word up in the dictionary if you can t 
spell it? At last there s an answer to the perplexing problem 
of English spelling ATSPELLER takes any diskette text file pro- 
duced by such word pr< lessors as T*PIT. the ATARI Word 
Processor, or any other word prcxessor that creates ATARI 
DOS-compatible files, and checks it against a dictionary file of 
more than 30,000 words. If that s not enough, you can create 
your own dictionary file with even more words. You can have 
the questionable words highlighted on your TV screen or 
printed on paper. You can edit as you go along, replacing the 
incorrect word or leaving it as it is. Finally, if you have too 
many errors. ATSPEU.HR can write a new file for you. AT- 
SPELLER takes the drudgery out of proofreading, and gives 
you confidence that your documents aren't marred by spell- 
ing and typing ern Mrs 

REVIEW COMMENTS 

This is a first for Atari. The author worked on and tested 
ATSPELLER for more than a year before submitting it to APX. 

Rev. 2 can be used with only one disk drive, and it has ex- 
panded dictionary capabilities. 



REQUIRES 

Diskette! s) containing text files 


OPTIONAL 




ATARI printer or equivalent printer 




A second Atari 810 or 10S0 Disk Drive 




ORDER INFORMATION 

Media RAM Price 


Order No. 



Diskette 48K $39.95 APX-20191 



OPTIONAL 

ATARI printer or equivalent printer 



ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 32K 


124.95 


APX-20214 



Home Management 



MOMf LOAN ONflLYSI i 

COIMZ toy Jim sk.nn^r 



t» if. s 

•nt • 

an in Years ;o 

•nt six . 44 

»t Payiwnt. 1989 

It P4VMOt. I 

• f i-»«8 

r»t» 6.1ft 

90000 




HOME LOAN ANALYSIS 

by Jim Skinner 

Recommended for adults 
Written in BASIC 



Evaluate loan alternatives 



You're ready to buy a house, but you don't know the 
appropriate price range. You want your payments to be no 
more than $750 per month, and you want to finance the loan 
for 30 years to buy as large a house as possible. If the current 
interest rate is 14.5 percent, what's the maximum purchase 
price you can afford? 

You want to make improvements to your house that will cost 
$5,000. You can borrow the money at 16 percent for five or 
ten years. Which time period would be better? 

HOME LOAN ANALYSIS can help you answer these and other 
kinds of questions related to loans that use an amortization 
schedule, including mortgages and most automobile loans. 
You need enter only some combination of interest rate, orig- 
inal purchase price, down payment, balloon payment, and 
number of years for the loan. HOME LOAN ANALYSIS can 
then calculate monthly payments, maximum purchase price, 
appreciation rates, resale values, and amortization schedules. 
By changing one item, such as interest rate, you can quickly 
see its effect on the other figures. And you can display the 
analyses on your TV screen or print them. Can you afford a 
home improvement loan? Should you refinance your first 
mortgage or take out a second mortgage? What is the effect 
of various balloon payments on your regular monthly pay- 
ment? What will your home be worth ten years from now? 
With HOME LOAN ANALYSIS, getting the answers to these 
questions makes evaluating all your options a snap. 

The author invites written questions and comments. 

REVIEW COMMENTS 

This program is easy to use, informative, and well designed 
It will calculate a schedule for specific years. The manual 
clearly presents many useful examples. 



REQUIRES 






ATARI BASIC Language Cartridge 






OPTIONAL 






ATARI printer or equivalent printer 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX- 10207 


Diskette 24K 


$24.95 


APX-20207 



STRATEGIC FINANCIAL RATIO ANALYSIS 

by Richard K. Lindgren 

Recommended for investors and students 
Written in BASIC 

Evaluate a firm's performance and management 
strategies 

Investors use financial ratio analysis to assess the perform- 
ance of a company. You supply information from published 
financial statements, such as annual reports. STRATEGIC 
FINANCIAL RATIO ANALYSIS computes ratios that measure a 
firm's profitability, liquidity, and use of debt. 

You can also use the program to inteq->ret a management's 
business strategies, noi always ev ident from looking at num- 
bers alone. STRATEGIC FINANCIAL RATIO ANALYSIS can help 
uncover these strategies by presenting a set of key ratios in a 
format that demonstrates how each factor contributes to the 
company's success or failure. You can also use the program 
for "what if' analyses to evaluate the impact of a possible 
business decision on future performance. 

The program guides you through entering the necessary data, 
which you can save for future use. Because you can work 
with two sets of information at a time, you can compare in- 
formation on two different companies or information for two 
different time periods for one company. You can request as 
many as 30 different ratios for these two sets, and display or 
print them in a special format that illustrates their strategic 
relationships. For quick recall, the program also contains a 
glossary of all the ratios. With STRATEGIC FINANCIAL RATIO 
ANALYSIS, you'll spend less time computing and organizing 
your results than you do now, and you'll have more useful 
information at your disposal. 

The author invites written questions and comments. 
REVIEW COMMENTS 

This program is easy to use and it's good at helping you 
avoid making mistakes. The user manual is clear and thor- 
ough. 



REQUIRES 




ATARI BASIC Language Cartridge 




OPTIONAL 




ATARI printer or equivalent printer 




DLskette(s) for storing data 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Diskette 32K $24.95 


APX-20217 



12 



Home Management 



DATA BASE/REPORT SYSTEM 

by James W. Burley 

Recommended for experienced data base users 
Written in BASIC and machine language 

If you've ever used a data base manager on a large computer 
system, you'll appreciate the features of DATA BASE/REPORT 
SYSTEM. This general purpose system creates and maintains 
records having a maximum length of 255 characters. You can 
store about 1300 records having a five-character key on a sy s- 
tem with 40K of memory. 

You use the program to create a file; add, update, and re- 
move records; sort the file; and print reports. Other pro- 
grams redefine files by adding fields, modifying field sizes, or 
changing old field headings. The report writer lets you mod- 
ify the order in which fields print, sum up numeric fields, 
and find your records using optional keys. 



REQUIRES 

ATARI BASIC Language Cartridge 
DOS 2 -formatted diskette(s) for data 



OPTIONAL 

ATARI 825 80-Column Printer or Epson printer 
ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 40K $24.95 APX-20134 



CALCULATOR 

Recommended for ages 15 and up 
Written in machine language 

Now you can use the best qualities of a calculator on your 
ATARI Home Computer. CALCULATOR contains 145 functions, 
from simple arithmetic to programming commands that let 
you write your own programs. You can also work complex 
conversions and watch the stack and memory displays. Once 
CALCULATOR automatically loads into memory, you can 
choose five categories: conversions, fundamental functions, 
algebraic and trigonometric functions, statistical functions, 
and financial functions. After you've finished your calcula- 
tions, you can print your results. Other commands let you 
store and retrieve programs as well as data. The stack and 



memory displays share the center of the screen. Along the 
bottom of the screen is a space for your entries. You can 
store these entries in memory. A scroll area above the 



prompt line displays your last seven entries. 


REQUIRES 




No required accessories. 




OPTIONAL 




An ATARI printer or equivalent printer 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Diskette 24K $29.95 


APX-20130 



BOWLER'S DATABASE, REV. 2 

by Jerry White 

Recommended for bowlers 
Written in BASIC 

BOWLER S DATABASE is a friendly program for keeping track 
of your bowling scores. You enter your weekly scores for 
your first, second and third games, using a separate diskette 
or cassette for each bowler. You can request summary and 
detailed reports. The summary report contains your highest, 
lowest, and average scores bowled in the first, second, and 
third games, your highest, lowest, and average three-game 
series, and overall average. The detailed report lists all game 
and individual series totals by week. 

BOWLER'S DATABASE gives you detailed records of your 
bowling performance, making comparisons from one season 
to the next, or from one league to another. Revision 2 lets 
you store scores greater than 255, and contains a display 
change. 



REQUIRES 

ATARI BASIC Language Cartridge 
Additional diskettes for storing data 



OPTIONAL 

ATARI printer or equivalent printer 
ORDER INFORMATION 

Media RAM Price Order No. 

Cassette 16K $17.95 APX-10091 



Diskette 



24K $17.95 APX-20091 



Home Management 



DISKETTE MAILING LIST 

by William Bartlett 

Recommended for ages 16 and up 
Written in BASIC and machine language 



ENHANCEMENTS TO GRAPH IT* 

by Howard D. Siebenrock 

Recommended for ages 12 and up 
Written in BASIC 



DISKETTE MAILING LIST can handle lists having as many as 
127 units of information (fields), with each unit as large as 
120 characters. The number of records a file can contain is 
limited only by available diskette space, not memory. 

You select program functions from menus. First you define 
the kinds of information you want to include in the records 
for a file, and then you add the records themselves. You can 
revise, add, and remove records as needed. You can sort and 
re-sort your records by any combination of fields. And you 
can print your records according to your specifications. Each 
record prints on one line, and you can also create custom- 
tailored mailing labels accommodating single and multilabel 
forms. 



REQUIRES 






ATARI BASIC Language Cartridge 






OPTIONAL 






ATARI 825 80-Column Printer or equivalent 




ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 16K 


$24.95 


APX-20112 



FAMILY VEHICLE EXPENSE 

by Jerry Falkenhan 

Recommended for ages 18 and up 
Written in BASIC 

With FAMILY VEHICLE EXPENSE, you can keep track of six 
vehicles in nine expense categories, using your ow n blank 
diskettes to store data on. 

The program uses a series of menus to review, enter, change, 
or delete information on one or all of your cars in any 
month. It lets you record twelve fuel entries per vehicle per 
month, and if you enter your odometer readings for at least 
two fill ups, the program calculates your cost per mile and 
miles per gallon for each vehicle for each month. You can 
use the print option at any time to create copies of your 
entries or to obtain summary reports. 

REQUIRES 

ATARI BASIC Language Cartridge 

DOS 2-formatted diskette(s) for storing data 

OPTIONAL 

ATARI printer or equivalent printer 
ORDER INFORMATION 

Media RAM Price Order No. 



If you own the ATARI GRAPH IT program, you know you can 
create your own pie graphs, bar charts, and different plots on 
your TV' screen, and you can use your Joy stick Controller to 
find values of specific points on the plots. ENHANCEMENTS 
increases the usefulness of GRAPH IT. With ENHANCEMENTS 
you can save your work on diskette or cassette and later re- 
display it. The program also lets you select degrees or ra- 
dians for plotting trigonometric functions, and the function 
you use displays below the plot. 

Incorporating these features into GRAPH IT is simple. From 
then on, you use these enhanced GRAPH IT programs as you 
would the original versions, except that you now have addi- 
tional features readily available. 

REQUIRES 

ATARI BASIC Language Cartridge 
ATARI 410 or 1010 Program Recorder 
GRAPH IT (CX4109) 

OPTIONAL 

One ATARI Joystick Controller 



ORDER INFORMATION 

Media RAM 



Price 



Order No. 



Diskette 



32K 



$17.95 



APX-20(P4 



Indicates trademark of Atari. Inc. 



FINANCIAL ASSET MANAGEMENT SYSTEM 

by Robert A. Waldman 

Recommended for ages 16 and up 
Written in BASIC 

The FINANCIAL ASSET MANAGEMENT SYSTEM helps you 
evaluate the status of all your holdings by creating records 
for each asset and producing printed reports. Your assets can 
be of any type, and you can track as many as 99 different 
assets per file, creating as many files as you need. The system 
values your portfolio and prints three kinds of reports. One 
orders all your assets in a file alphabetically and lists each 
asset's yield, profit, and annual payout. This report also prints 
subtotals by asset types. The second report sorts all your 
assets into different lists: value, profit, payout, yield, and per- 
cent profit. The third tabulates all your dividends and interest 
paid on a year-to-date basis. You can also print data input 
forms to record information manually. 



Diskette 



40K 



$24.95 APX-20128 



REQUIRES 






ATARI BASIC Language Cartridge 






ATARI 825 80-Column Printer only 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 40K 


$2995 


APX-20042 



Home Management 



REAL ESTATE CASH FLOW ANALYSIS 

by Richard K. Lindgren 

Recommended for real estate investors 
Written in BASIC 

With REAL ESTATE CASH FLOW ANALYSIS, you can make de- 
cisions ahout real estate, but leave the number-crunching to 
your computer. 

The program consists of three sections that analyze the costs 
and benefits of income-producing property. The Data Editor 
guides you in compiling, documenting, and modifying rele- 
vant analysis data. The Cash Flow analysis section computes 
before-tax and after-tax cash flows, profitability measures, and 
projected net worth for an investment property. The Amor- 
tization section computes monthly payments, interest rates, 
principal amounts, and terms for self-amortized loans. You 
can print all the analyses. 



REQUIRES 




ATARI BASIC Language Cartridge 




OPTIONAL 




ATARI 825 80-Column Printer 




ORDER INFORMATION 




Media RAM Price 


Order No. 



Diskette 32K $24.95 APX-20169 



TYPIT 

by Charles E. Balthaser 

Recommended for any typist 
Written in assembly language 

TYPIT turns your computer into a typewriter, keeping the 
editing features of a word processor, but eliminating the 
complex code symbols. 

A page of text appears on the screen just the way it will on 
the printed page. Each line is as long on the screen as it's 
going to be on the page. There's no "wraparound.'' A signal 
sounds when you are at the end of a line. To help you visual- 
ize how each page is going to look, TYPIT displays a dotted 
Line every- 65 lines, to show the bottom of an 11-inch piece of 
paper. The seventeen editing commands are short and sim- 
ple. With a 48K system, you have room for about four pages. 
You can save on diskette anything you write with TYPIT. 



REQUIRES 

ATARI 825 80-column printer or equivalent printer 



OPTIONAL 

Diskette(s) for storing documents 
ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 24K $17.95 APX-20192 



STOCK MANAGEMENT 

by Greg Thrush 

Recommended for ages 18 and up 
Written in BASIC 

With STOCK MANAGEMENT, you record the information 
from your trade confirmation receipts once. The program 
then takes care of all your record-keeping chores and per- 
forms analyses. 

A series of menus and prompts guides you through entering 
and updating information for these transactions: buy, sell, di- 
vidends, stock dividends, stock splits, and nontaxable distri- 
butions. For each transaction you record the stock, its 
symbol, the transaction type and date, the exchange, and the 
price/dividend, quantity, and commission. The program up- 
dates your file whenever you add information, and you can 
then print several kinds of reports: lists, current status includ- 
ing current value of each stock, summary of all transactions, 
and a capital gains summary in a given year. 



REQUIRES 

ATARI BASIC Language Cartridge 



OPTIONAL 

ATARI 825 80-Column Printer or Epson 80-Column Printer 
ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 32K $24.95 APX-20147 




ON 
SALE 
NOW! 




The 

A.N.A.L.O.G. 

Compendium contains the 

best ATARI programs from the first ten 

issues of A.N.A.L.O.G. Computing Magazine, 

including new material not previously published. It is packed 

with utilities, educational and business programs, including 

an updated version of Tony Messina's "Disk Tool." And, 

to top it off, The Compendium contains the best game 

programs ever published in any magazine, including Maniac, 

Stuntman and the A.N.A.L.O.G. favorite, Fill } Er Up! (All 

shown opposite page, top.) 

The A.N.A.L.O.G. Compendium is available at se- 
lected book and computer stores, or you can order it direct. 
Send a check or money order for $14.95 + $2 shipping and 
handling to: 



A.N.A.L.O.G. Compendium 
P.O. Box 615 
Holmes, PA 19043 

Or you can order by phone with 
MasterCard or VISA. Call toll free: 
1-800-345-8112 (in PA, call 1-800- 
662-2444). 

For orders outside the U.S., add 
an additional $5 air mail, $2 sur- 
face. 



SUPPLIES ARE LIMITED, SO ORDER YOUR COPY TODAY! 



Personal Development 



i> V N 0 0 MUSIC >V :» I'i-f 



A. PLAY 

6. ENTER/ fc'DIT MU5IC 

C. ERASe 

0. PLAY ME A5URE < 3 > 
C. ^AVE 

P. LOAO 

G. OI^K OIREC TORY 

H. TEMPO <iOO) 

1. FORMAT DISK 

J. AUXILIARY PROGRAM 

K. AUTO-PLAY PROGRAM 



PO ilTIOM i 

: 13 x 
) 1 ~ 

i 17 K 



? 13 * 
A-SPECT-i 



ADVANCED MUSICSYSTEM 

by Lee Actor 
Recommended for ages 1 1 and Lip 
Written in BASIC and machine language 

With the ADVANCED MUSICSYSTEM, you can use your music- 
al skills, from listening to creating, to their fullest 

You select your activity from a menu of fourteen choices. The 
editing function is one of the most interesting. You enter a 
musical note by specifying its parameters. Eveiy time you en- 
ter a note, the program reproduces it through the television 
speaker and displays it on the screen, where it can he mod- 
ified. You can listen to as main as four independent voices in 
a 5' -octave range and watch a piano keyboard playing the 
notes with each of the four voices appearing in a different 
color Built-in synchronization functions let you construct a 
tape with at least eight simultaneous voices using an external 
tape recorder. ADVANCED MUSICSYSTEM lets you save music 
on a diskette, and merge files to create very large files 

REQUIRES 

ATARI BASIC Language Cartridge 

DOS 2-formatted diskette(s) lor storing music 



OPTIONAL 

One set of ATARI Paddle Controllers 
Stereo cable- 
Tape recorder 



PAL 



ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 32 K 


$29.95 


APX-20100 



JUKEBOX #1 

by Lee Actor 
Recommended for ages 6 and up 
Written in BASIC and machine language 

Created with the help of ADVANCED MUSICSYSTEM, JUKE- 
BOX #1 turns your ATARI Home Computer into a record 
player you set and forget. A selection of eight quality classics 
fills JIKEBOX #1. 



REQUIRES 




ATARI BASIC Language Cartridge 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Diskette 32K $17.95 


APX-20135 



ASTROLOGY 

by Harry Koons and Art Prag 

Recommended for ages 14 and up 
Written in BASIC 



Draw astrological charts based on birth date and 
birthplace 

Ptolemy and Morinus, the famous Greek astrologers, had a 
much harder time computing the locations of the sun, moon, 
and planets than you will. With ASTROLOGY, the mysteries of 
the zodiac, planetary positioning, natal charts, and rising signs 
will unfold in your very own living room. 

Once the program loads, enter the exact time and place of 
birth. Then designate the location as geographical coordi- 
nates. If you don't know this information. ASTROLOGY com- 
putes it as you move the cursor across either a world or 
United States map to your birthplace. 

After you've typed in the time (to the minute), date, and loca- 
tion of birth, ASTROLOGY takes over. The program processes 
your data and draws an astrological chart on the screen 
representing the earth, the zodiac, and the twelve astrological 
houses at the time of birth. Symbols of the zodiac appear on 
the lines (cusps) between each house. Each planetary sign is 
displayed in its proper house. ASTROLOGY also computes 
the relationships (aspects) of the planets in the houses. The 
program defines symbols for planets and signs of the zodiac 
on a separate screen. 

Once you have your complete chart, some simple inter- 
pretations are available in the manual. 

The authors invite written questions and comments. 

REVIEW COMMENTS 

The user manual includes suggested reading material for 
further astrological information. You do need additional 
reference material for a complete interpretation. 

Can save charts on diskette, or print the chart with an 
appropriate printer and printing program. 

REQUIRES 

ATARI BASIC Unguage Cartridge 
OPTIONAL 

Diskettes for storing charts 
Printer capable of printing graphics 

ORDER INFORMATION 

Media RAM Price Order No. 



Diskette 



4()K 



$24.95 APX-20078 



1 



Personal Development 





DRAWIT 

by James Burton 

Recommended for ages 8 and up 
Written in machine language 



An extraordinary drawing tool 



There are many drawing programs available for ATARI Home 
Computers. DRAWIT stands out from the crowd because of its 
well chosen, easy-to-use features and its ability to turn your 
creations into both a "slide show" for which you control the 
timing and an automatic message cycling system. 

With DRAWIT and 48K of computer memory, you can create 
up to nine pages of multicolored drawings in memory at a 
time; with 16K of memory, you can create one page, and with 
32 K of memory, you can create five pages. Using four color 
pens, you can choose from sixteen different colors and eight 
different hues. You can easily draw outlined and solid circles, 
lines, boxes, different sized text, and freehand sketches. 
DRAWIT also has a fill feature, along with design relocation, 
page merging, and two zoom levels for detail work. 

You can use your drawings in several ways. For example, 
DRAWIT includes a program that lets you incorporate your 
drawings into BASIC programs. And with DRAWIT s animator 
feature, you can combine pages in imaginative ways, such as 
fading one page into another or creating page wipes from 
any of four directions. Or you can turn your ATARI Home 
Computer into a visual aid for presentations or into an auto- 
matic sales or demonstration device. The diskette version in- 
cludes an animation demonstration. 

The author invites questions and comments by mail and tele- 
phone. 

REVIEW COMMENTS 

DRAWIT is easy to learn and use, and has many features, such 
as entering letters of any size, a choice of cursor form and 
speed, and the ability to load screens from BASIC. The an- 
imator demonstration is wonderful. 



REQUIRES 






One ATARI Joystick Controller 






OPTIONAL 






ATARI BASIC Language Cartridge 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$39.95 


APX- 10209 


Diskette 16K 


$39.95 


APX-20209 



PIANO TUNER 

by R. J. Morgan 

Recommended for ages 16 and up 
(with knowledge of music and piano) 
Written in BASIC 

Learn piano tuning, tone generation, 
and ear training 

If nobody wants Sam to play it again any more, maybe it's the 
piano. Keeping this delicate instrument in tune is a difficult 
but critical part of maintaining it in good condition. PIANO 
TUNER incorporates the sound capabilities of your ATARI 
Home Computer to help you learn the procedure and skills 
you need for this task. 

The "tuning procedures" section of the program guides you 
through the steps to do a general tuning. It prints instructions 
and illustrations for each step. Then it sounds the tones you 
need to adjust your piano. 

Select the "single tones" option to generate any of the 88 
possible pitches on a piano. Each note is listed on the screen, 
and you use a joystick to select the one you want. Hold down 
the joystick button to listen to that tone. 

To sharpen your skills as a tuner, choose "ear training." You 
select one pitch, and the program produces another within 
fifteen cycles per second of the first. Use the joystick to in- 
crease or decrease the pitch of the second tone. When you've 
matched the first tone, you no longer hear the "beat" sound 
that indicates a difference. Practice makes perfect! 

The author invites written questions and comments. 

REVIEW COMMENTS 

This program doesn't replace the services of a professional 
piano tuner. The graphic representation of the piano strings 
is good, and the tuning procedure is easy to follow. It's use- 
ful for the piano owner who wants to learn general tuning. 

REQUIRES 

ATARI BASIC Language Cartridge 
One ATARI Joystick Controller 
Tuning hammer 
Damping wedges or felt 



ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$29.95 


APX-10216 


Diskette 2^K 


$29.95 


APX-20216 



Personal Development 



FINGERSPELLING 

by Dewey Garton 

Recommended for ages 4 and up 
Written in BASIC 

This colorful program helps you learn to speak with your 
hands. Although communicating with deaf people is the prin- 
cipal use of fingerspelling, the technique is also useful for 
situations like working in a noisy environment. It can even be 
a fun way for kids to communicate with each other "in code." 
The program has two parts: 

• Show me. You type a letter or a word up to ten letters long, 
and the program displays the hand images one at a time with 
the letter alongside for reinforcement. 

• Test me. You practice reading by typing the letter or word 
that corresponds to the hand images you see on the screen. 
You can choose from three levels of difficulty and ten speeds. 



REQUIRES 

ATARI BASIC Language Cartridge 



ORDER INFORMATION 



BLACKJACK TUTOR, Rev. 1.1 

by W. H. Northrup 

Recommended for adults 
Written in BASIC and machine language 

Here's a game with more than entertainment as its purpose. 
It's also a tutorial designed to increase your mastery of black- 
jack playing and betting strategy. First you learn basic black- 
jack strategy so that you can maintain roughly even odds over 
the dealer. Next you tackle the tens count strategy, which can 
give you as much as a ten percent advantage over the dealer 
during some portions of game play. 

Designed for players already familiar with the casino card 
game, BLACKJACK TUTOR is based on the mathematical prob- 
abilities of blackjack. As the dealer, the computer follows casi- 
no rules. You have the options of staying, hitting, doubling, 
splitting, surrendering, and asking for insurance. 

Rev. 1.1 fixes bugs in doubling and splitting aces. 



REQUIRES 

ATARI BASIC Language Cartridge 



Media RAM Price Order No. ORDER INFORMATION 

Cassette 16K $24.95 APX-10197 Media RAM Price Order No. 

Diskette 24K $24.95 APX-20197 Cassette 16K $24.95 APX-10057 

Diskette 24K $24.95 APX-20057 



PERSONAL FITNESS PROGRAM 

by David Getreu 

Recommended for ages 12 and up 
Written in BASIC 

Have you been spending too many hours at your ATARI 
Home Computer? Are you developing hobbyist's spread? Do 
your muscles strain when you lug your equipment to the 
users' group meeting? Don't despair. Without leaving your 
computer, you can recapture the old vigor by exercising for 
15-30 minutes a day. 

The eight exercises in the PERSONAL FITNESS PROGRAM 
may help improve your flexibility, strength, stamina, coordi- 
nation, circulation, and general body tone. The program 
tailors the exercises to you. It contains daily and weekly 
progress charts. 

CONSULT YOUR PHYSICIAN BEFORE USING THIS EXERCISE 
PROGRAM. 



REQUIRES 

ATARI BASIC Language Cartridge 



OPTIONAL 

One set of ATARI Paddle Controllers 
One ATARI Joystick Controller 

ORDER INFORMATION 

Media RAM Price Order No. 



PLAYER PIANO 

by Jerry White 

Recommended for ages 4 and up 
Written in BASIC 

Turn your computer into a twenty-note minipiano! Even-one 
can enjoy this versatile program, regardless of music ability 
or training. 

The program displays the twenty black and white piano keys, 
and a musical note symbol jumps across the keys as you play 
your tune. You create tunes much like tapping one out on a 
piano — you strike a key and the note plays. You can save 
your tune for recall at a later time. PLAYER PIANO lets you 
build tunes having as many as 400 notes, composed of whole, 
half quarter, and eighth notes, and having a variety of tempos. 



REQUIRES 




ATARI BASIC Language Cartridge 




OPTIONAL 




ATARI printer or equivalent printer 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Cassette 32K $24.95 


APX-10062 



Diskette 32K $24.95 APX-20062 



Diskette 



24K $24.95 APX-20033 



Personal Development 



KEYBOARD ORGAN 

by Alan Griesemer and Stephen Bradshaw 

Recommended for ages 6 and up 
Written in QS FORTH 

What does 7ZBBNNB V V C C X X X mean to you? With 
KEYBOARD ORGAN, it's the beginning of Twinkle, Twinkle 
Little Star "! You can turn your ATARI Home Computer into a 
simple organ with vibrato and attack features. You play songs 
using the computer s keyboard as if it were an organ key- 
board, except that you can play only one note at a time. You 
can record and play back your songs, and even play duets or 
rounds by recording a song and playing it back while you 
play along on the computer keyboard 



REQUIRES 

No required accessories 



BANNER GENERATOR prints banner messages, 
with characters up to six inches high and up to eighty 
characters long. Options include different fills and intensities. 
REQUIRES: ATARI BASIC Language Cartridge, ATARI 82 S 
printer or equivalent printer. 

ORDER INFORMATION 

Media RAM Price Order No. 

Cassette 16K $15.95 APX-10040 

Diskette 16K $15.95 APX-20040 



GOING TO THE DOGS helps you project the 
outcome at dog races, taking into account point rating, 
ranking, position, and track specifics. REQUIRES: ATARI 
BASIC Language Cartridge, DOS 2 formatted diskette( s) for 
storing data, a racetrack program 

ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 24K $24.95 APX-20123 



ORDER INFORMATION 

Media RAM Price Order No. 

Cassette 24K $24.95 APX- 10094 

Diskette 24K $24.95 APX-20094 



VIDEO KALEIDOSCOPE 

by Raymond Weir 

Reeommended for ages 4 and up 
Written in BASIC and machine language 

To introduce a young child to the colorful world of computer 
graphics, or to show off the graphics capabilities of your 
ATARI Home Computer, consider VIDEO KALEIDOSCOPE. It s 
so easy to use that even small children can enjoy creating 
elaborate, colorful, whirling pictures that go far beyond the 
simple image mirroring of traditional kaleidoscopes. 

First you use a joystick to draw simple or complex designs. 
The design repeats in the four quadrants of the screen as y< m 
draw. Then you begin the kaleidoscope and press any key for 
a different special effect: rotating rainbows, color Hashes and 
pulses, alternating patterns, graduated spectrums, a freeze- 
frame effect, and a continuation of design development. You 
can change colors at any time. A special design can be stored 
and recalled later. 



REQUIRES 




ATARI BASIC Language Cartridge 




One ATARI Joystick Controller 




OPTIONAL 




Diskette(s) for storing designs 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Diskette 40K $17.95 


APX-20213 



HYDRAULIC PROGRAM (HYSYS): Fourteen 
system calculations help you solve equations dealing with 
hydraulic pumps, motors, and cylinders. REQUIRES: ATARI 
BASIC Language Cartridge. OPTiONAL: ATARI printer or 
equivalent printer. 

ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 32K $22.95 APX-20066 



ISOPLETH MAP-MAKING PACKAGE: Draw 
topographical contour maps with just altitude points, and the 
computer connects all points with the same value. REQUIRES: 
ATARI BASIC Language Cartridge. OPTIONAL: ATARI 82 S 
printer or equivalent printer. 



ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 32K 


$22.95 


APX-20103 



TEXT FORMATTER (FORMS): With forms and 

a cassette or diskette text editor, you can change line spacing 
and length, left margin, and indentation without re-keying 
text. REQUIRES: ATARI BASIC Language Cartridge; compatible 
text editor; ATARI 825 printer or equivalent printer. 

ORDER INFORMATION 

Med ia RAM Price Order No. 

Cassette 16K $24.95 APX- 1 0002 



Diskette 



24K $24.95 APX-20002 



Learning 



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Attack 

Areata 



EXCALIBUR 

by Chris Crawford, Larry Summers, 
and Valerie Atkinson 

Recommended for ages 13 and up 
Written in machine language 



Use your wits and intuition to rule a kingdom. 

In Camelot, young Arthur has begun his reign as king. After 
more than 20 years of petty, bloody wars fought by upstarts 
and pretenders, the united Britain his father once ruled has 
been splintered into shards. Now Arthur, the rightful 
monarch, has come to restore peace, order, and good gov- 
ernment Armed only with his magic sword Excalibur, guided 
only by his intuition and the spells of Merlin, he must weld 
these tiny warring kingdoms into a great nation. 

How does a monarch learn to govern? Could you learn to 
rule a nation? EXCALIBUR offers you the chance. Its designers 
(who include Chris Crawford, creater of the bestselling EAST- 
ERN FRONT 1941) have built a world. To rule wisely, you 
must use economics, diplomacy, magic, military strategy, even 
the loyalties of friends and enemies, to reach your goals. 

To heighten your sense of being in a 'real" world, you make 
decisions based on judgment instead of set formulas of play. 
I low you choose to rule shapes the structure of the game. To 
help you understand the rich and complex world of Arthur, 
the authors provide a brief manual that outlines the basics, 
and a full-length novel written especially lor EXCALIBUR. 
This is a game for the dedicated player. 

You use your joystick to move from the Round Table room, 
where loyalties ebb and flow, to the throne room, then to the 
Treasury, where taxes are set and armies are raised, to Mer- 
lin's lair. With his help, you can see into the locked treasuries 
and minds of allies and foes. Or you can leave the castle and 
travel across the map of Britain to do battle with your enem- 
ies in the hope of making them your vassals. 

REVIEW COMMENTS 

The game is engrossing, and requires thought and percep- 
tion. 



REQUIRES 






One ATARI Joystick Controller 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 4<SK 


$29.95 


APX-20235 



Learning 




ADVANCED FINGERSPELLING 

by Duane Bolster 

Recommended for ages 5 and up 
Written in BASIC 



Sharpen skills of communication in 
fingerspelling 

ADVANCED FINGERSPELLING is an easy and fun way to im- 
prove your ability to communicate through fingerspelling. 
Not only is this useful in communicating with the deaf, but it 
also can be used by others. In any environment where noise 
can interrupt speech — from construction sites to sports like 
football and sailing — fingerspelling is a convenient way to 
convey information accurately. 

This program leads you through different stages of learning 
the language, from displaying signals on request or auto- 
matically, to testing your proficiency. After you feel com- 
petent enough, you can move to word and sentence construe 
tion and comprehension. The computer keeps score of your 
efforts, and displays them with bar graphs. With the diskette 
version you can even add your own words and sentences to 
the data file, or modify ones that already exist. 

The author invites written questions and comments. 

REVIEW COMMENTS 

The disk storage and modification make this program more 
advanced than FINGERSPELLING. Good animation makes it 
user-friendly. 



REQUIRES 

ATARI BASIC Language Cartridge 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 32K 


$24.95 


APX-10227 


Diskette 32K 


$24.95 


APX-20227 




Pilot a plane through the musical notes 



Off you go, into the wild blue yonder, piloting your own 
plane through the musical notation of song after song. Each 
note is represented by a balloon, and you're trying to pop 
each balloon by flying through it. You have to use your joy- 
stick to aim your plane higher or lower so you don't miss the 
musical notes. 

The program has four difficulty levels. On the higher levels, 
you have to move faster and rely more on the sounds, anti- 
cipating what notes are coming up and moving your plane up 
or down before you get to them. As you learn to do this, 
you're making progress in correlating the sounds of the song 
with the notes on the screen. And learning that relationship is 
what MUSICAL PILOT is all about! 

The program keeps score for you, up to 1 ,000 points for 
completing the game and becoming an Ace. 

The author invites questions and comments by mail and tele- 
phone. 

REVIEW COMMENTS 

The colorful screen, with balloons and a pilot in his plane, 
makes this a fun game for children to play, while they're 
learning the written representations of sounds and determin- 
ing higher and lower pitch. Use of the joystick makes this 
game easy for children to play. 



REQUIRES 






One ATARI Joystick Controller 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX- 10229 



Diskette 32K $24.95 APX-20229 



© 




Learning 



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PUZZLER 

by Paul Lewandowski 

Recommended for ages 5 and up 
Written in BASIC 



Work jigsaw puzzles on the screen 

If you've ever tried to amuse a child on a rainy afternoon, 
you know nothing works better than a jigsaw puzzle. With the 
PUZZLER program and your ATARI Home Computer, you 
don't have to spread out the pieces on your dining room 
table, yet your child can work as many as 20 different brightly 
colored puzzles. Don't be surprised if teenagers and parents 
get involved in the game too! 

The pictures are so charming and the puzzles are so absorb- 
ing, children will spend hours playing with them. At the same 
time, they're sharpening their skills of shape discrimination 
and pattern organization. 

A child can choose to see the completed puzzle before be- 
ginning, or try to work it out from imagination. When he or 
she begins solving the puzzle, a grid appears on the screen 
with spaces for the puzzle pieces. The pieces are arranged 
randomly below the grid. Using the joystick, he or she selects 
a puzzle piece and directs it to the place in the grid where it 
belongs. There's no penalty for making a mistake, but when 
the picture is complete, the program displays the number of 
moves that were made. 

The author invites comments and questions by mail and tele- 
phone. 

REVIEW COMMENTS 

This program offers a new dimension in puzzle solving. 
Small children may view the picture they're try ing to create, 
and more advanced players can solve the puzzle without dis- 
playing the picture. Joystick use makes the program acces- 
sible to young children. 



REQUIRES 






ATARI BASIC Language Cartridge 






One ATARI Joystick Controller 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 32K 


$24.95 


APX-20230 




RINGMASTER* 

by Gregor Novak 

Recommended for ages 6 and up 
Written in machine language 



Monkeys, elephants, and camels teach the 
multiplication tables under the big top 

Step right up to the circus! Watch the elephants and the 
camels on parade as the music plays. Everyone's in a carnival 
spirit — especially one rambunctious monkey. He's stealing 
the show by scampering all around the big tent. He hops 
onto the backs of the marching elephants or camels. 

Using your Joystick Controller, you're the ringmaster — you 
guide him where he wants to go, and you make sure he 
jumps successfully. He'll make it if he always leaps onto the 
back of an elephant or camel numbered with a multiple of 
the number he started from at the bottom of the screen. He 
makes his way through four rows of animals marching to and 
fro, from the bottom of the screen to the top and back. He 
has to pay attention to the music so he's in a safe place when 
the tune ends. And he'd better not fall! 

As you try higher levels of the game (up to the seventh), the 
speed of the parade increases, and the length of the tune de- 
creases. The monkey has to hop more nimbly, so you have to 
think faster. At some of the levels, you can press a button for 
help, and the program displays the multiples of the number 
you're working on. 

The author invites questions and comments by mail and tele- 
phone. 

REVIEW COMMENTS 

Elephants, camels, and circus music create an enjoyable 
atmosphere for learning and practicing the multiplication 
tables. The help option lets you study multiplication facts 
before playing. 

* RINGMASTER is a Trademark of Sagesofrware 



REQUIRES 

One ATARI Joystick Controller 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX-10234 


Diskette 16K 


$24.95 


APX-20234 



From the Editor 



APX programs you might have missed 



APX has two boards of review. One is made up of 
permanent members of the APX staff. The other is 
made up of you: our users. We re proud that many of 
the APX product review forms you send us are rave re- 
views. Theyre always a delight to read, and a little sur- 
prising — everyone has the time and energy to com- 
plain freely, but it takes a special effort to pay a com- 
pliment. 

Your positive response often tells us that an APX pro- 
gram deserves special attention. This quarter, two pro- 
grams have consistently won praise. The first, DATA 
MANAGEMENT SYSTEM, a home management program 
by Ronald and Lynn Marcuse (APX-20059), is ideally 
suited for files of short records such as catalogs of rec- 
ords, tapes, and books. If you're a collector with an 
out-of-control collection, this program is for you. 
Menus and prompts guide you through all data entry. 

First you set up your file by entering file name, num- 
ber of fields, field headings, maximum field value (up 
to 30 characters), and type of editing you'll need on 
each field. (You can select none, numeric, date, or 
dollar edits.) You can store records as large as 140 
characters. 

Once you've set up your file, you can add, update, or 
delete records. You can search your file on any field 
(author, for example), or use any of the valid search 
terms: less than or equal to; equal to; greater than or 
equal to; and range. 

You can display your search results on screen or print 
them on your printer (up to 130 characters), and can 
specify either complete or partial records. Last but not 
least, you can use any field to sort your file, in either 
ascending or descending order. 

This is one program on which all our reviewers agree: 
for a small data management system, the program is 
flexible, fast, easy to use, and it prov ides a large data 
base of entries. If you're not using your ATARI Home 
Computer to get yourself organized and free up your 
time, this program will provide a giant step in the right 
direction. 

The second program, MAPMAKER by Stephen W. Hall 
(APX-20144), is a systems/telecommunications program 
of special interest to players of the hugely popular 
EASTERN FRONT 1941 and to designers of computer 
simulation games. Are you ready to take the leap up 
from player to designer? MAPMAKER is a great pro- 
gramming tool! You can use it to create multiscreen 
map displays that draw on the ATARI Computer s out- 
standing multicolor, fine-scrolled redefined character 
sets. The large display that can fit into a small amount 
of computer memory is wonderful. On systems with at 
least 40K of memory, 8K is available for display s of up 



to 34 screens! On a 32K system, 4K is available for up 
to 17 screens. 

MAPMAKER acts as an easel. You try out different 
shapes by displaying them on the screen. The fine 
scrolling feature allows smooth movement from one 
part of your map to another either by Joystick Con- 
troller or by keyboard directional keys. The program 
comes with a set of map elements, but you can create 
and use your own. (A compatible editor is INSTEDIT, 
available through APX.) When you complete a map, the 
program saves your file on diskette. 

Chris Crawford, designer of EASTERN FRONT 1941 and 
one of the designers of EXCALIBUR, is a MAPMAKER 
user. And those who know MAPMAKER agree that it's 
easy to use. It may take some time to master, but your 
results will show it s time well spent. If you're thinking 
of creating a strategy 7 game, or want to draw great 
maps, why re-invent the wheel? Save your time and 
energy for the more creative parts of the fun! 

In future issues, as space allows, we'll be looking at 
other APX programs you're liked. Meanwhile, thanks 
for writing, and keep those cards and letters coming in! 

DATA MANAGEMENT SYSTEM 

by Ronald and Lynn Marcuse 



REQUIRES 

ATARI BASIC LANGUAGE CARTRIDGE 



OPTIONAL 

ATARI 825 80-Column Printer or Epson MX-80 Printer 



ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 32K $24.95 APX-20059 



MAPMAKER 

by Stephen W. Hall 



REQUIRES 

ATARI BASIC Language Cartridge 



OPTIONAL 

One ATARI Joystick Controller 

INSTEDIT (APX-10060 or APX-20060) or other compat- 
ible character set editor 



ORDER INFORMATION 

Media RAM Price O rder No. 

Diskette 32K $24.95 APX-Toi 1 4 



Learning 




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MONKEY UP A TREE 

by Joe Grande 

Recommended for ages 4 and up 
Written in BASIC 



Grand Prise 



Solve problems so the monkey can reach the 
bananas 

It's lunch time in the jungle and a little monkey has found a 
tree with lots of ripe bananas. The only way the monkey can 
climb the tree to reach the bananas is for you to sok e 
arithmetic problems. Its up to you to help the monkey get its 
lunch today. 

Here's w hat you do. Each time an addition, subtraction, multi- 
plication, or division problem appears below the tree, you 
type the answ er. If you're right, the monkey can climb part 
way up the tree. If you miss an answ er or take too much 
time, the monkey slides down a bit, and the right answer 
appears so you can study it. The monkey is very hungry today 
and wants three bananas tor lunch, but he can grab just one 
on each trip up the tree. Only you can help make a hungry 
monkey happy (and win the game)! 

MONKEY UP A TREE can be enjoyed by one or two players of 
all ages, because each correct answer entered by a player 
causes the difficulty level of that player's subsequent prob- 
lems to change. The difficult} is determined by the speed and 
accuracy of previous answers and is adjusted continually. This 
handicapping feature means all family members should try 
their best rather than adult players "going easy*' on children 
and it means the game grows with a child's grow ing math 
ability. 

The author invites written questions and comments. 
REVIEW COMMENTS 

Reaching the bananas is an appealing goal for children. The 
sliding monkey is an effective motivator. Sharing the key- 
board may be a bit awkward at first for two young children. 
Very small children should have an adult available for guid- 
ance. 



TYPO ATTACK 

by David Buehler 

Recommended for ages 8 and up 
Written in machine language 



Type the right key and hit the Typos! 

Do you remember the boring drills and practices you en- 
dured to increase your typing speed? Too bad TYPO ATTACK 
wasn't around then. But it's not too late to enjoy this fast- 
paced game for practicing locating keys on the keyboard and 
for improving your touch-typing speed and skill. TYPO 
ATTACK will appeal to beginning and professional typists 
alike (and will probably convert non-typists, as well). 

Your goal is to defend eight bases against animated typo 
invaders falling directly overhead. Each base displays a key- 
board character. To destroy a typo, you type the character 
directly below it in a base, which sends up an energy bolt. 
Pressing several keys at the same time won't help; you must 
type only one character for the bolt to fire. After the first few 
invasion waves, you have no time to search for the character 
on the keyboard. You must rely on your touch skill. And to 
add to the challenge, the characters in the bases change ran- 
domly. The better you become at fending off the typos, the 
faster they fall and the greater the selection of keys displayed 
in the bases. If you wipe out one set of invaders, you auto- 
matical ly face another of the game's eight kinds of typo invad- 
ers. Each time a typo lands, it digs nearer to the base. When a 
typo finally reaches a character in a base, the game ends. 

TYPO ATTACK comes with nine skill levels. The higher levels 
contain more typos per invasion, more keys displayed in the 
character bases, and faster typo invaders. The program keeps 
track of the high score as well as your current score. 

The author invites written comments and questions. 

REVIEW COMMENTS 

What a great way to practice touch typing! This game is hard 
to put down. The cute creatures, varied songs, and quick 
action all add up to an engrossing game. 



REQUIRES 

ATARI BASIC Language Cartridge 






REQUIRES 

No required accessories. 






ORDER INFORMATION 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX-10165 


Cassette 8K 


$29.95 


APX-10180 


Diskette 24 K 


$24.95 


APX-20165 


Diskette 16K 


$29.95 


APX-20180 



Learning 




TEASERS BY TOBBS 

by Thomas C. OBrien 
and Sunburst Communications 

Recommended for ages 8 and up 
Written in BASIC 



Tell Tobbs how to solve math problems in a 
puzzle grid 

Hours of absorbing, challenging fun are in store when you 
meet Tobbs and try to solve his "teasers" — puzzles in the 
form of grids. The puzzle grids are made of three squares 
across and three squares down. The symbol for addition or 
multiplication appears in the upper left square, and the other 
eight work together like a crossword puzzle to show sums or 
products. At first some of the squares are blank. Tobbs hops 
about asking what number should fit into each square, based 
on the relationships among the numbers you can see. He 
shows his delight when you give him the right number, but 
he shakes his head firmly when you're wrong. 

Hie program is based on the ideas of Jean Piaget, the father 
of child developmental psychology'. At the easiest level, you 
supply one-digit answers. But at the higher levels, not only 
do the squares hold two-digit numbers, but you often have to 
reason backwards, forwards, and sideways from the sum to 
the numbers which add or multiply together. For very ad- 
vanced players, some puzzles have more than one possible 
answer. If things get too hard for you, Tobbs is always avail- 
able to give you help. He calculates how many problems you 
answered correctly at the end of each set of puzzles. Teach- 
ers can use the program in the classroom, but parents can 
also help their children improve their skills. Adults, too, will 
be challenged by these puzzles! 

The author invites questions and comments by telephone. 
REVIEW COMMENTS 

This program goes far beyond mere computation to tap 
broad math skills, such as reversibility, a major factor in 
intellectual development. 

The user manual provides educational theory as well as in- 
structions. 



REQUIRES 

ATARI BASIC Language Cartridge 



PAL 



ORDER INFORMATION 

Media RAM 



Price 



Order No. 



Diskette 



16K 



$29.95 APX-2020T 



CUBBYHOLES 

by Dale Disharoon 

Recommended for ages 5-12 
Written in BASIC 



An addition game for 1-2 players 

If you're looking for a fresh approach to teaching addition, 
your search is over. Youngsters will line up to play CUBBY- 
HOLES! This one- or two-player game gives plenty of addition 
practice, but players will be so absorbed in wielding their 
Joystick Controllers and planning their strategy, they'll hardly 
be aware they're sharpening their addition skills. 

In the two-player version, you each work on separate but 
identical 3-by-3 grids of one-digit numbers. Below the grid a 
number between 6 and 18 is displayed. You can either select 
this number yourself or you can opt for CUBBYHOLES to 
choose it for you. You use a joystick to draw boxes around 
sets of numbers such that each set adds up to the number 
below the grid. You must use all the numbers in the grid, 
and you may enclose each number in only one box. Each 
grid has only one solution! Once you think you've solved the 
puzzle, move to the middle of the grid and press the joy- 
stick's trigger button. If you're wrong, CUBBYHOLES tells you 
to try again. If you're right, you score a point and another 
round begins. You can play as few as two rounds or as many 
as twenty. In the one-player version, one grid is displayed, 
and your goal is to complete every round successfully. CUB- 
BYHOLES has more than five hundred puzzle combinations, 
so line up the kids for fun and competition with an educa- 
tional twist 

The author invites questions and comments by mail and tele- 
phone. 

REVIEW COMMENTS 

CUBBYHOLES is a charming approach to teaching simple 
arithmetic. The graphics, sound, and ingenuity add a new- 
dimension to drill and practice programs. 

CUBBYHOLES is a teacher s dream for increasing students' 
concentration, analytical abilities, and math skills — all at the 
same time. It s a great two-player game, but it's rather weak 
as a one-player game. 



REQUIRES 

ATARI BASIC Language Cartridge 

One ATARI Joystick Controller per player 



PAL 



ORDER INFORMATION 

Media RAM 



Price 



Order No. 



Cassette 



16K 



$24.95 APX- 10101 



Diskette 



24K 



$24.95 APX-20101 



Learning 




COUNTER* 



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COUNTER 

by Al Casper 

Recommended for ages 3-8 
Written in BASIC and machine language 

An introduction to numbers in four languages 

Young children will happily learn to count to fifteen with this 
friendly introduction to numbers. Bright colors and happy- 
sounds capture youngsters' attention and add to the fun of 
counting exercises in English, French, German, or Spanish. 

COUNTER has two parts. First, a number of five-legged Gorks 
pop up on the screen. For each Gork, the Arabic numeral 
and the word for the number in the selected language scroll 
across the bottom of the screen and a chime counts the num- 
ber of Gorks currently on the screen. In the second part, 
COUNTER displays a random number of objects, such as sail- 
boats or barns, and waits for the child to count them. He or 
she can either use the space bar, Joystick Controller, or Pad- 
dle Controller to count each object, or press a number key to 
indicate the total number of objects. Each response changes 
the screen's background color, and after each correct answer, 
the screen turns green and a short melody plays. With one 
keystroke, parents can check on a child's progress. 

All four versions of COUNTER have six levels of difficulty*. As 
the levels increase, permitted response time decreases and 
the maximum number of objects displayed increases. COUN- 
TER can also serve as an elementary vocabulary tutorial in 
any of the program s four languages. 

The author invites written questions and comments. 

REVIEW COMMENTS 

COUNTER has all the color, sound, and action needed to 
captivate younger children. When ignored, the program slow - 
ly cycles through its repertoire, enticing a child to come play 
with it. 



REQUIRES 






ATARI BASIC Language Cartridge 






OPTIONAL 






A set of ATARI Paddle Controllers 






One ATARI Joystick Controller 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$29.95 


APX-10148 


Diskette 24K 


$29.95 


APX-20148 



BCD 


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LETTERMAN 

by Ed Stewart and Ray Lyons 

Recommended for ages 8 and up 
Written in BASIC 



A non-violent hangman for 1-2 players 

Has it ever bothered you that a game as fun as hangman has 
a violent underlying premise? Well, here's a variation on the 
traditional paper-and-pencil, word-guessing game that re- 
places a dismal outcome with lively animation, colorful 
graphics, and amusing sound effects. The only object in dan- 
ger is the apple on Letterman s head! You have six turns in 
which to guess the secret word, one letter at a time. Either 
the program or another player can choose the word. LETTER- 
MAN contains nearly 400 words within three selectable dif- 
ficulty levels. And when you've exhausted this list you can 
continue to enjoy LETTERMAN because the user manual con- 
tains easy-to-follow instructions for adding to (if you have 
more than 16K of computer memory) or revising LETTER- 
MAN 's list of words. 

The cassette and the diskette versions differ slightly. Both ver- 
sions work as described above. However, the diskette version 
offers some added features. You can request hints if you get 
stuck. You can also choose to play under a time limitation for 
making each guess. And the program can keep track of as 
many as nine players' turns and scores. 

The authors invite comments by mail and telephone. 

REVIEW COMMENTS 

The graphics features and lively, friendly approach used in 
every aspect of LETTERMAN make this program especially 
appealing. 



REQUIRES 

ATARI BASIC Language Cartridge 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX- 10096 


Diskette 32K 


$24.95 


APX-20096 




Learning 




MORSECODE MASTER 

by James Bayless 

Recommended for ages 8 and up 
Written in BASIC 



Learn and practice characters, words, and 
sentences in Morse code 

If you're an aspiring amateur radio operator, you know you 
have to learn Morse code thoroughly before you can be 
licensed. That used to mean hours of drudgery with charts of 
dots and dashes. Somehow, no matter how long you prac- 
ticed, the dots and dashes on the charts seemed completely 
different from the beep sounds you heard when Morse code 
was actually used. And learning characters one by one was no 
way to prepare for the complete sentences you'd have to 
decipher. 

MORSECODE MASTER gives you a way to practice that's both 
realistic and fun. You begin by typing the character ( letter, 
number, or punctuation mark) you want to learn. The pro- 
gram sounds the code for that character three times in long 
and short beeps. When you're ready to practice, you can lis- 
ten to characters chosen randomly and try to identify them. 

Then you can practice with words. The program signals 
whole words (from its repertoire of 400) and you type them 
in response. If you don't recognize them, you can ask for the 
answer. 

Finally, you can practice with complete sentences as your 
proficiency grows. This is the most accurate simulation of 
what it's like to use Morse code. At any time, you can vary the 
speed and pitch of the drills. 

The author invites written comments and questions 

REVIEW COMMENTS 

Features like complete sentences and changeable speed and 
tone make this the best teaching program of its kind. 

The user manual features an appendix with a chart of Morse 
code signals. 



REQUIRES 






ATARI BASIC Language Cartridge 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 24K 


$29.95 


APX-10211 




EASY SCENE 



MY SPELLING EASEL 

by Al P. Casper 

Recommended for ages 3-10 
Written in BASIC and machine language 



Paint landscapes in your computer by typing 
letters and spelling words 

Have you ever seen an artist set up an easel at the beach? It 
doesn't take long before a crowd gathers. You can expect the 
same thing to happen when you set up MY SPELLING EASEL 
for children. The pictures they create are so captivating that 
everyone wants to get into the act. 

Each time a word appears at the bottom of the screen, the 
child types one or more letters. The word might be "dog" or 
"hills." A picture representing the word appears, until the 
child has composed a whole fanciful landscape. And for fun, 
he can easily change the colors of his picture. Children can 
play this multilevel game with the keyboard or a Joystick 
Controller. In the "easy scene," the child can press any letter 
to add a picture to his landscape. The next level requires a 
key of a letter in the word. The third level calls for each let- 
ter of the word in any order, and the fourth calls for all the 
letters in order. If nobody's playing, the program automati- 
cally creates landscapes. 

The author invites written questions and comments: 
REVIEW COMMENTS 

Al Casper, author of COUNTER, has come up with another 
unique educational challenge for kids. Beginning readers will 
love this program. Not only can a non-reader cause a picture 
to be displayed by touching any key, but newly successful 
readers can be challenged to type a whole word and display 
its picture on the TV screen. 

The user manual gives simple instructions and includes a 
Quick Reference. 



REQUIRES 




ATARI BASIC Language Cartridge 




OPTIONAL 




One ATARI Joystick Controller 




ORDER INFORMATION 




Media RAM Price 


Order No. 



Cassette 16K $29.95 APX- 10200 



Learning 



PLAYER 1 39 

1 X 2 = ? 

PL AYE* Z- *S 

1X2 = ? 





JBB5J I .uZL 




1 

Hi v 










1 



<•••• M •.»*! I CM 



NUMBER BLAST 

by Richard Wiitala 

Recommended for ages 6-16 
Written in BASIC 



A multiplication and addition game 
for 1-2 players 

Who doesn't like color, sound, and action to perk up tedious 
memory drills? Here's a one- or two-player number drill 
combining quick thinking with quick reflexes. In the two- 
player version of NUMBER BLAST, you practice your multi- 
plication and addition while working your joystick to ' blast 
to the correct number more quickly than your opponent. But 
be careful — incorrect answers cost you points. Depending 
on the kind of number drill chosen, either the first to score 
200 points or the player with the higher score at the end of a 
set number of problems is the winner. In the one-player ver- 
sion, you can practice your joy stick techniques and response 
speed while blasting your way through the drills. You can 
select a slow, medium, or fast joystick speed. 

NUMBER BLAST offers practice in random addition problems 
with numbers ranging from 1 to 20; addition tables from 1 to 
9 with one number picked at random; and integer addition 
problems with numbers ranging from - 20 to 20. It also of- 
fers random multiplication problems with numbers ranging 
from 1 to 12; multiplication tables from 1 to 9 with one num- 
ber picked at random; and integer multiplication problems 
with numbers ranging from - 12 to 12. 

The author invites written questions and comments 

REVIEW COMMENTS 

The joystick aspect of NUMBER BLAST, which is quickly mas- 
tered, makes this number drill fun for youngsters. The pro- 
gram also uses color and sound to enliven the drills. 

REQUIRES 

ATARI BASIC Language Cartridge 
A set of ATARI Joystick Controllers 

ORDER INFORMATION 

Media RAM Price Order No. 



CIRCUIT LAB 

by Mark Davids and Sheldon Leemon 

Recommended for ages 14 and up 
Written in BASIC 

Build and test Direct Current electrical circuits 

Here's an imaginative program that lets y ou build an elec- 
trical circuit on your TV screen. If you plan everything right, 
a light bulb snaps on to congratulate you! The program is 
invaluable in school electronics and physics labs, but it's also 
useful to anyone wanting to learn about electric circuits. 

The program allows you to work with series, parallel, or 
combination series/parallel circuit layouts. You use a joystick 
to place switches, light bulbs, resistors, ammeters and 
voltmeters in the circuit. After building the circuit, you close 
the main switch and the circuit comes to life. The meters 
show voltages and currents, and the bulbs even light. You'll 
see how voltage, current, and resistance are related. If the 
light bulb doesn't light up, you can redraw the circuit, or 
replace the components. 

If you're working on your own, and find that your circuit 
needs modifying, the manual gives you plenty of help. It ex- 
plains design theory in some detail, including the appropriate 
laws of physics. Complete formulas and diagrams help you 
test your circuit, calculate the effect of the values, and show 
you how to do the calculations. 

The authors invite written questions and comments. 

REVIEW COMMENTS 

Tested in high school physics and electronics classes, this 
program makes electronics simple to understand, and pro- 
vides interesting insights into physics principles. 

REQUIRES 

ATARI BASIC Language Cartridge 
One ATARI Joy stick Controller 

ORDER INFORMATION 

Media RAM Price Order No. 



Diskette 



32K 



$24.95 APX-20215 



Cassette 



16K 



117.95 APX- 10097 



Learning 




SPELLING GENIE, Rev. 2.0 

by Dale Disharoon 

Recommended for ages 5-14 
Written in BASIC 



Four one-player spelling games using preset lists 
or your own 

SPELLING GENIE has so much magic and whimsy that chil- 
dren will want to play its four spelling games time and time 
again. Now with Revision 2.0, you have the option of saving 
your own word lists to a diskette or cassette. (There's also a 
slow game, Tip Off.) Teachers and parents will welcome the 
program s versatility. Along with nine predefined spelling 
lists, SPELLING GENIE accommodates any spelling list chil- 
dren need to practice. 

SPELLING GENIE features four very different approaches to 
mastering spelling skills. In Pop On, a word flashes briefly 
and the child then types in the same word. In Mix Up, all the 
letters of a word appear in random order and the child types 
in the complete word. In Tip Off, a one-letter clue appears in 
its proper place, then disappears and is replaced by a letter 
in another position. SPELLING GENIE also has a tournament 
option for playing all four games consecutively. In each exer- 
cise, players can't go on to another word until typing the cur- 
rent one correctly, but the program helps out in various ways 
to avoid discouragement. 

A child playing alone works against a countdown clock to 
spell as many words as possible correctly. Two players can 
compete against each other for the winning score. All games 
are playable using the computer keyboard, or a Joystick Con- 
troller, or a combination. Children can also print their spell- 
ing lists for futrther study. 

REVIEW COMMENTS 

The four different games offer good reinforcement of word 
recognition and spelling skills. 



REQUIRES 




ATARI BASIC Language Cartridge 




OPTIONAL 




One ATARI Joystick Controller per player 




ATARI printer or equivalent printer 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Cassette 16K $24.95 


APX-10145 



Diskette 24K $24.95 APX-20145 




PRESIDENTS OF THE UNITED STATES 

by Gary A Dacus 

Recommended for ages 10 and up 
Written in BASIC 



One-player quizzes on U.S. presidents 

Which president can women thank for giving them the vote? 
If you can t name the man, then you need PRESIDENTS OF 
THE UNITED STATES. This one-player quiz has two levels. 
On the novice level, you select a name from four choices; on 
the advanced level, you type in a president s first and last 
name. Both levels give you clues. Study the clues carefully 
because you have only one chance per question. The pro- 
gram displays a running total of your correct answers as you 
play and your final total at the end of the 40 questions. The 
game remains a challenge because the clues change from 
game to game. Oh yes, in case you've forgotten, Warren 
Harding gave women the vote. 

The author invites written questions and comments. 

REVIEW COMMENTS 

This straightforward quiz program is mostly text, using 
graphics only for the initial display screen. The programming 
routines used in the fill-in part let you use various forms of a 
president s name. 



REQUIRES 

ATARI BASIC Language Cartridge 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 24K 


$17.95 


APX-10068 


Diskette 32K 


$17.95 


APX-20068 




SOFTLINE 

VOLUMF5 " JULY-AUGUST 1983 $200 



•iii-k-^-A-^. n t 




The Best 

Damn 

Computer 

Game 
Magazine. 



Softline doesn't fool around. We won't waste your time by trying to 
explain spreadsheet programs, databases, word processing programs, or 
such esoteric fare as elephant herd management software. 

We're akin to the Kentucky Colonel. We stick to what we know best— fried 
chicken and computer games. 

Softline is a bimonthly, hands-on magazine packed with all the good 
stuff you Atarians need to keep up with the fast-paced world of computer 
games. Softline has reviews, news about the latest releases, tutorials on 
creating game graphics and sounds on the Atari. 

Each issue of Softline has tipson how to play the latest and the greatest 
games. We have loads of contests and regularly give away games, cash, and 
other surprises. We illuminate the gaming industry and poke fun at just 
about everybody. 

And each issue we compile the fiercely competitive High Scores section. 
Proud of your best score on Zaxxon? Send it in to High Scores and you may 
get your name in the magazine. Forget about being the champion of your local 
gaming enclave— you could be the champion of the Western Hemisphere! 

Go for it! Softline costs a mere $12 a year and is a must for anyone 
seriously into computer games. 

Okay, we really know zip about fried chicken. But we do have the best 
damn computer game magazine in Kentucky or anywhere else. 



SOFTLINE 



Box 60 

North Hollywood, CA 91603 



ATARI® is a Registered Trademark of Atari, Inc. 



Learning 



PROGRAMS BY THE MINNESOTA 
EDUCATIONAL COMPUTING 
CONSORTIUM 

The Minnesota Educational Computing Consortium (MECC) 
assists users and educational member-systems in coordinating 
and using computer resources through cooperative planning. 
All MECC programs come with documentation prepared by 
MECC, including materials for background and follow-up 
activities. 

These programs are not currently compatible with the ATARI 
1200XL Home Computer. 

The following requirements and order information apply to 
each MECC program available through APX. 



REQUIRES 






ATARI BASIC Language Cartridge 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 16K 


$29.95 


see below 



METRIC AND PROBLEM SOLVING 
(APX-20138) 

Minnesota Educational Computing Consortium 

Recommended for grades 2-6 
Written in BASIC 
Use these seven programs to practice the metric system and 
develop problem solving techniques: 

• METRIC ESTIMATE — estimate line segments in 
centimeters and millimeters. 

• METRIC LENGTH — convert from one metric unit to 
another. 

• METRIC 21 — play a game of metric blackjack with the 
computer. 

• BAGELS — use clues logically to guess a randomly-selected 
two- to four-digit number. 

• HURKLE — play a game to learn to locate points on a 
number line or learn the coordinate system. 

• NUMBER — guess a number from logical clues. 

• TAXMAN — play a game to learn factors and prime 
numbers. 

THE MARKET PLACE (APX-20162) 

Minnesota Educational Computing Consortium 

Recommended for grades 3-8 
Written in BASIC 
THE MARKET PLACE contains four simulations for teaching 
basic economic concepts: finding the optimal price based on 
sales, setting production levels, advertising budget, and 
setting price to maximize income. The programs even display 
financial reports. 

• SELL APPLES — find the best price based on the number of 
apples sold (it's different each time). 

• SELL PLANTS — set a selling price, with certain fixed costs. 
Then vary the advertising for five days to learn the best price 
and the best use of advertising. 

• SELL LEMONADE — up to six lemonade stand owners vary 
their production and advertising costs for 15 days to 
maximize profits. 

• SELL BICYCLES — learn how pricing, advertising, and 
production levels affect supply and demand by managing two 
bicycle companies. 



GEOGRAPHY (APX-20164) 

Minnesota Educational Computing Consortium 

Recommended for grades 4-10 
Written in BASIC 
The GEOGRAPHY diskette contains four programs for 
practicing identifying names and locations of cities, states, 
countries, and continents. Students select a geographical area, 
and the program displays problems to answer. The programs 
are: STATES, CAPITALS, CONTINENTS, and COUNTRIES. 

EARTH SCIENCE (APX-20160) 

Minnesota Educational Computing Consortium 

Recommended for grades 5-12 
Written in BASIC 

The EARTH SCIENCE diskette contains five programs: 

• EARTHQUAKES — locating epicenters, and solving 
problems on primary and secondary waves, and lag time. 

• MINERALS — identifying 29 minerals. 

• SOLAR DISTANCE — understanding distance in space by 
imaginary travel in different vehicles. 

• URSA LESSON — studying star patterns in five northern 
hemisphere constellations. 

• URSA ROTATION — simulating patterns of rotation of 
constellations on any day of the year. 



OPTIONAL 

One ATARI Joystick Controller 



ELEMENTARY BIOLOGY (APX-20136) 

Minnesota Educational Computing Consortium 

Recommended for upper elementary- 
junior high school levels 
Written in BASIC 

The ELEMENTARY BIOLOGY diskette contains three 
programs: 

• CIRCULATION examines circulation in a fish with a 
two-chambered heart. Color graphics show a blood cell 
moving throughout the circulatory system. 

• ODELL LAKE focuses on ecological concepts in a lake. 
Students role play a fish trying to survive encounters with 
other fish and organisms. 

• ODELL WOODS teaches ecological concepts, using the 
example of a North American animal who makes the 
decisions necessary to survive. 

PREFIXES (APX-20163) 

Minnesota Educational Computing Consortium 

Recommended for grades 3-6 
Written in BASIC 

PREFIXES contains seven programs highlighting the common 
prefixes "un", "re", "dis", "pre", and "in". The first part of 
each lesson defines the concept of a prefix and the definition 
of the prefix being studied, with examples and graphics to 
clarify the meaning. The second part is an exercise to 
reinforce the concepts just presented (for example, 
completing sentences with the appropriate word plus prefix). 
Two games encourage students to review the material. Since 
the program selects questions randomly, students can repeat 
practices without repeating the same sequence of problems. 



Learning 



INSTRUCTIONAL COMPUTING 
DEMONSTRATION (APX-20137) 

Minnesota Educational Computing Consortium 

Recommended for teachers 
Written in BASIC 

The INSTRUCTIONAL COMPUTING DEMONSTRATION 
highlights some techniques used in MECC programs, such as 
drill and practice, simulation, educational games, problem 
solving and demonstration tools. The six programs feature 
skills used in different school subjects: RHYTHM is a music 
drill; BASE TEN reinforces multiplication skills; EARTH- 
QUAKES is a science simulation; WORDS is a word game 
similar to Concentration; SLOPE demonstrates the concepts of 
slope and intercept; and LEMONADE is a social studies 
decision-making simulation. 



OPTIONAL 

One ATARI Joystick Controller 



MUSIC I — TERMS AND NOTATIONS 
(APX-20139) 

Minnesota Educational Computing Consortium 

Recommended for grades 5-10 
Written in BASIC 
This set of programs is the first of three diskettes focusing on 
music theory drill and practice. Students choose the level of 
difficulty that's appropriate for them. The program keeps 
track of the problems answered correctly and selects 
subsequent problems from ones the student hasn't tried or 
has answered incorrectly. The programs are: NOTE TYPES, 
NAME THE NOTE, KEY SIGNATURES, TERMS, and 
ENHARMONTCS. 

MUSIC II — RHYTHM & PITCH 
(APX-20172) 

Minnesota Educational Computing Consortium 

Recommended for grades 5-10 
Written in BASIC 
This is the second in a series of diskettes for music theory 
drill and practice. It contains the follow ing programs: 

• COUNTING drills time signatures, note and rest type, and 
counting. 

• AURAL INTERVALS and VISUAL INTERVALS gives practice in 
recognizing intervals by ear and sight. 

• WRONG NOTE compares w ritten and performed pitch 
patterns. 

• MISSING NOTE provides drill in elementary melodic 
dictation. 

• RHYTHM teaches comparison of w ritten and performed 
rhythm patterns. 

• RHYTHM PLAY trains in performing rhythm patterns. 



Please note. MECC programs are 
usable only with those ATARI 810 Disk 
Drives having a data separator circuit. 
Drives with a blue DS sticker on the 
disk drive carton have this circuit. 



MUSIC III — SCALES & CHORDS 
(APX-20161) 

Minnesota Educational Computing Consortium 

Recommended for grades 3-10 
Written in BASIC 

This is the third diskette in a series for music theory drill and 
practice. The programs provide aural practice in recognizing 
musical tones: 

• WHOLE-HALF — the computer plays a series of pitches, and 
the student determines the whole steps and half steps. 

• FIND THE HALF — the computer plays a series of pitches, 
and the student selects between which two pitches a half-step 
interval occurred. 

• TRIADS — identify arpeggiated major, minor, augmented, 
and diminished triads. 

• SCALES — identify major scales, three minor scales, and 
four modes. 

• SEVENTHS — identify major, minor, dominant, half 
diminished, and full diminished seventh chords. 



ATLAS OF CANADA quizzes you on the prov inces, 
capitals, and landmarks of Canada, using an outline map on 
the screen. REQUIRES: ATARI BASIC Language Cartridge. 



ORDER INFORMATION 






Media 


RAM 


Price 


Order No. 


Cassette 


16K 


$24.95 


APX- 10093 


Diskette 


32K 


$24.95 


APX-20093 



TEXT ANALYST, Rev. 2, analyzes the reading level 
of a text file based on the Dale-Chall Readability Formula. 
Rev. 1 lets you analyze several files in sequence and specify 
the size of the sample. REQUIRES: ATARI BASIC Language 
Cartridge. 



ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 40K 


$17.95 


APX-20142 



FROGMASTER is a last-moving competitive game lor 
one to four players that teaches the use of conditioning to 
train animals. The computer simulates a primitive brain. 
REQUIRES: ATARI BASIC Language Cartridge. One ATARI 
Joystick Controller per player. 



ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 24K 524.95 APX-20131 



HICKORY DICKORY teaches children to tell time by 
a traditional clock, and to convert the information to digital 
time. REQUIRES: ATARI BASIC Language Cartridge. 

ORDER INFORMATION 

Media RAM Price Order No. 

Cassette 16K $17.95 APX-10071 

Diskette 2-tK $17.95 APX-20071 



The quarterly 
APX contest 



All programs accepted by APX by 
the deadlines noted below auto- 
matically become contestants in 
that quarter's judging. First, sec- 
ond, and third prize winners in 
each of four categories receive 
ATARI hardware and software 
products (including APX products) 
as prizes. The Consumer category 
has larger prize values, reflecting 
our commitment to the home com- 
puter user. The categories (we've 
revised some of these titles for 
clarity and brevity) and their prize 
values are*: 

1 Consumer (Entertainment 
and Personal Development) 

1st prize $3,000 
2nd prize $2,000 
3rd prize $1,000 

2 Home Management 

3 Learning 

4 Systems/Telecommunications 

1st prize $2,000 
2nd prize $1,500 
3rd prize $ 750 

Programs accepted by APX on or 
before October 1, 1983 will be eli- 
gible for the 1983 grand prize — 
$25,000 in cash! 

To request an APX Program Sub- 
mission Packet, containing com- 
plete instructions for submitting 
programs, write or call APX. 

*Based on manufacturers sug- 
gested retail prices. 



Contest rules 



1. Only programs accepted by APX 
are eligible for the contest. 

2. A program is eligible for the 
prizes in the category in which it is 
accepted. Atari determines this category. 

3. A program is eligible for the 
quarterly prizes awarded in the 
quarter in which it is first accepted 
and for the grand prize of the con- 
test year in which the quarter falls. 



4. A program qualifies only once for 
a quarterly prize and once for a 
grand prize. Revisions and 
improvements do not qualify a pro- 
gram for another prize in this con- 
test. 

5. A program is judged on a variety 
of factors by a panel of judges 
selected by Atari. The judges con- 
sider a program's 

• User interface and 
overall design 

• Originality 

• Ease of use 

• Implementation 

• Documentation 

• Interest level 

6. Atari employees and their 
families are not eligible for the 
contest. 

7. Atari pays for shipping prizes 
anywhere within the United States. 
Foreign winners are responsible for 
any additional shipping charges. 

8. The decisions of the judges are 
final. 

9. This contest is void where pro- 
hibited by law. 

1984 closing dates 

The dates by which a program 
must be accepted for a contest 
judging are as follows: 

Date Contest 

January 3 Spring contest 

April 1 Summer contest 

July 1 Fall contest 

October 3 Winter contest 

and 1984 grand prize 

APX: Programs by our 
users . . . for our users 

Two years ago, Atari, Inc., created the 
ATARI Program Exchange to man- 
ufacture, distribute, and promote pro- 
grams written by consumers for ATARI 
Home Computers. 

Since then, APX (pronounced "apex") 
has grown by leaps and bounds. Today 
we offer a wide range of useful and 
imaginative programs tailored to your 
needs and interests. And that's what 
makes APX programs so popular: they 
were designed by people like you 
with your needs in mind. 



Hundreds of programs arrive at APX 
each quarter in the hope of being 
picked for distribution by APX. To en- 
courage users to send us submissions, 
and to help keep our quality high, 
new products compete for prizes in 
our quarterly contest, and an annual 
grand prize of $25,000 in cash is 
awarded to the program judged best 
of the year. Any program accepted by 
APX, prizewinner or not, brings its au- 
thor royalty payments based on sales. 

Each program submitted undergoes a 
multilevel review. First it must pass a 
set of checkpoints. We check for such 
things as completion of all necessary 
paperwork, correct copyright notice 
display, verification of specified mini- 
mum computer memory, and so on. 

Next we consider how well a pro- 
gram's content relates to its APX cate- 
gory. For example, in educational pro- 
grams, all answers entered by the user 
must result in a meaningful and 
appropriate response from the pro- 
gram: positive responses must be 
clearly positive; negative responses 
must be clear but not discouraging. As 
part of the content check, we test all 
transfer of files to and from data bases. 
This means the author must provide 
sample data files with the program. 

When a program passes both these in- 
itial checks, it goes before the APX Re- 
view Board. When the board gives a 
program its okay, it qualifies for 
acceptance in the next edition of the 
APX Catalog. If the program shows 
promise but is not yet up to the APX 
standard, the author receives a de- 
tailed letter outlining changes that 
could be made to improve the pro- 
gram. If the author makes these im- 
provements, the board can re-evaluate 
the program. Programs that do not 
pass the board's review receive a stan- 
dard rejection letter. 

If you are interested in submitting 
your program to APX, use the form in 
this catalog to request an APX Program 
Submission Package, which includes 
information for both domestic and in- 
ternational authors. Or you can call 
the APX toll free numbers: 800/538- 
1862 (outside California, but in the 
continental U.S.) or 800/672-1850 
(within California). Or write to us at 
P.O. Box 3705, Santa Clara, CA 95055. 

We look forward to hearing from you! 



34 



Order Form 



Please read all the ordering information 
before filling out this form 



APX 



ATARI® 

Program 

Exchange 



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City 



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Phone ( ) . 



Zip Code . 



Please indicate the amount 
of RAM you have 

K 



(alternate shipment method if UPS does not deliver in your area) 



Qty 



Order Number 



Description 



Price Each 



Total Each 



APX 



APX 



APX 



APX 



APX 



APX 



APX 



APX 



APX 



APX 9 0 0 0 9 



APX Product Catalog, fall 1983 edition 



$2.00 



ATARI PROGRAM EXCHANGE 

P.O. BOX 3705 

SANTA CLARA, CA 95055 




Subtotal of all items ordered 



California residents add 6.5% sales tax 



Shipping & handling charge 



TOTAL 



Send all orders 
to this address 

Toll-free numbers for 
credit card orders 

Within California 800/672-1850 
Elsewhere in Continental U SA 
800/538-1862 

Or call direct at 408/727-5603 



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shipping and 
handling 



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Program Submission Packet 
Request Form 




Fill out this request form to obtain complete in- 
formation on submitting programs to APX. 

Name 



Address . 
City 



State/Country 

Zip Code 

Phone ( ) . 



Computer background: 

None 

Computer user/hobbyist 

Have not used ATARI Computers 

ATARI Computer user 

Professional microcomputer software devel- 
oper (have ads in trade journals and/or 
existing products 

Have not used ATARI Computers 

ATARI Computer user 



. Other (please specify): 



Area(s) of interest for writing software for ATARI 
Computers: 



Learning 



EASYGRADER, REV. 1.1 

by Dan Hale of A. D. Enterprises 

Recommended for teachers & school administrators 
Written in BASIC 

EASYGRADER helps reduce the effort needed to organize and 
produce class records. You can store student grades, compute 
averages, assign final grades, produce statistics, and print re- 
ports with this comprehensive package. 

You indicate class size, number of assignments, lengths of 
student and assignment names, and specify your own grading 
standards (either curve or standard percentage grading). Add 
or delete student records, or skip students excused from an 
assignment. Then print final grade reports, class average sta- 
tistics, and a frequency plot of final grades. Rev. 1.1 has more 
color and a new menu. Design changes make it easier to use. 



REQUIRES 

ATARI BASIC Language Cartridge 

DOS 2-formatted diskette(s) for storing data 



OPTIONAL 

ATARI printer or equivalent printer 
ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 40K $24.95 APX-20152 



FLAGS OF EUROPE 

by Gary A. Dacus 

Recommended for ages 8 and up 
Written in BASIC and machine language 

FLAGS OF EUROPE is a colorful program that can help you 
quickly become an expert at recognizing European flags. 
Select from two kinds of quizzes for identifying each illus- 
trated flag: multiple choice quizzes and the more challenging 
fill-in-the-blank quizzes. The program helps out with clues in 
response to incorrect answers, then waits for another guess. 
Correct answers are rewarded with a few bars of the coun- 
try's national anthem or a native song. 

FLAGS OF EUROPE remains a challenge after repeated use, 
since the order in which the flags appear varies from one 
session to the next, as does the selection of responses in the 
multiple choice quizzes. See how long it takes you to be- 
come a European flag wizard! 



REQUIRES 






ATARI BASIC Language Cartridge 






OPTIONAL 






One ATARI Joystick Controller 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 40K 


$24.95 


APX-20149 



WORDMAKER 

by Dale Disharoon 

Recommended for ages 6 and up 
Written in BASIC 

WORDMAKER is a competitive game for people of all ages 
who enjoy words and reading. It's an effective practice tool 
for students. The more you play, the better you get. 

One or two players use Joystick Controllers to make three- or 
four-letter words. In a two-player game, you race against time 
to fill your side of the screen with more words than your op- 
ponent. At the end of the game, the winner's name appears. 
Now you can either reuse all the words in the next game, or 
delete those words. (If you delete them, the game gets har- 
der because you must think of different words.) In a one- 
player game, you try to surpass your own best score. 

WORDMAKER's printout option lets you study your words af- 
ter the game. 



REQUIRES 




ATARI BASIC Language Cartridge 




One or two ATARI Joystick Controllers 




OPTIONAL 




ATARI printer or equivalent printer 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Cassette 32K $24.95 


APX-10099 


Diskette 40K $24.95 


APX-20099 



WORD SEARCH GENERATOR 

by Max Mulliner 

Recommended for ages 6 and up 
Written in BASIC 

Teachers, students, and word lovers will all enjoy this com- 
bination teacher s aid and game. Use WORD SEARCH GENER- 
ATOR'S two sample word lists, or create your own to tailor a 
one- or two-player game to a specific list of up to 30 words. 
Your objective is to locate words hidden in a grid of letters. 
The program has a wide array of options: you can change the 
word list, the size of the grid, and the time limit. You can 
print the grids and solution keys for them. 



REQUIRES 






ATARI BASIC Language Cartridge 






One Joystick Controller per player 






OPTIONAL 






ATARI 825 80-Column Printer 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 24K 


$24.95 


APX-20140 



39 



Learning 



I'M DIFFERENT! 

by Kathleen and Philip Bergh 

Recommended for ages 3-7 



Written in PILOT and machine language &%+oC&*t£\ 




THE MIDAS TOUCH 

by Duane Bolster 

Recommended for ages 8 and up 
Written in BASIC 



I'M DIFFERENT! is our first ATARI PILOT program. Designed 
by an experienced teacher and a professional programmer, 
it's one preschoolers are sure to enjoy. The program intro- 
duces the concepts of "same" and "different'' in an enter- 
taining, noncompetitive game that doesn't keep score and has 
no time limit. With the Joystick Controller (in right-handed or 
left-handed position), a child guides an invisible turtle to the 
general area of the graphic design that differs from three oth- 
ers displayed on the screen. The turtle leaves a trail wherever 
he goes. Correct responses cause flashing colors and a merry 
tune. 

Five graphics choices range from differences in color or 
shape only, to classifying objects. I'M DIFFERENT! can help 
children learn hand-eye coordination, observation, classifica- 
tion, concentration, and other essential readiness skills. 



REQUIRES 




ATARI PILOT Language Cartridge (CXL4018) 




One ATARI Joystick Controller 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Diskette 32K $24.95 


APX-20183 



THE MAGIC MELODY BOX 

by W. Wes Horlacher 

Recommended for ages 3 and up 
Written in BASIC 



THE MAGIC MELODY BOX is a &St, easy, and fun way to in- 
troduce young and old to music composition. Use a Joystick 
Controller to select one of twelve rhythm patterns, and then 
draw a melody line in the magic box. As you draw, the notes 
play, and you can back up and redraw your melody at any- 
time. Then the program uses your melody line and rhythm 
selection to compose about a minute of harmonized music in 
a popular song format. 

This music program doesn't use traditional musical notations, 
such as measures, notes, and clefs. Instead, it relies on sim- 
pler abstract concepts like graphics, balance, and themes. It 
doesn't teach how to read or play music; rather it teaches 
how to create music. 



REQUIRES 

ATARI BASIC Language Cartridge 
One ATARI Joystick Controller 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$1-95 


APX-10182 


Diskette 24K 


$17.95 


APX-20182 



THE MIDAS TOUCH won't turn ev en thing to gold, but this 
competitive word game provides hours of fun and thinking. 

You can select a game for as many as four players, and you 
can choose between two difficulty levels. Your objective is to 
fill in the blanks on the screen to guess a phrase. You take 
your chances by spinning a roulette wheel, but you also have 
to think fast to come up with letters in a time limit. You win 
dollar values for your answers by turning the letter into a 
mineral (gold, silver, oil, or rock). At the end, the winner 
keeps his winnings, while everyone else's score turns to zero. 



REQUIRES 

ATARI BASIC Language Cartridge 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 32K 


$17.95 


APX-10115 


Diskette 32K 


$17.95 


APX-20T15 



MUSICAL COMPUTER-THE MUSIC TUTOR 

by Computer Applications Tomorrow 

Recommended for ages 6 and up 
Written in BASIC 

MUSICAL COMPUTER— THE MUSIC TUTOR appeals to the 
untapped musician in all of us. Good graphics, a catchy tunc, 
and simple explanations make this program an excellent edu- 
cational tool for all ages — even young children. 

MUSICAL COMPUTER gives you an overview of the mechanics 
of music. You quickly learn about musical symbols, treble 
and bass clefs, rhythm, and sharps and flats. You also learn 
the names of every musical note through simple phrases 
(such as "FACE" for some of the notes in the treble clef). You 
see how musicians read music by counting notes — whole, 
half, quarter, and eighth — and the rests in between. You 
even have time built-in to practice, practice, practice! 



REQUIRES 






ATARI Basic Language Cartridge 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 40K 


$17.95 


APX-20098 






40 




ALGICALC* 

by The Soft Warehouse 

Recommended for ages 14 and up 
Written in BASIC 



ALGICALC gives you a quick way to perform operations in 
sy mbolic algebra and calculus. It's easy to use, and it has help 
screens you can display while using the program. To perform 
an operation, you type an expression, and the program then 
expands it, factors it, or differentiates it, as you request. After 
the result is displayed, you can enter another expression. In 
addition, you can assign the results to variables for use in la- 
ter expressions, letting you perform a sequence of related 
operations. 



REQUIRES 

ATARI BASIC Language Cartridge 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 24K 


$24.95 


APX-10126 


Diskette 32K 


$24.95 


APX-20126 



•ALGICALC is a trademark of The Soft Warehouse. 



POLYCALC* 

by The Soft Warehouse 

Recommended for ages 14 and up 
Written in BASIC 

POLYCALC is a computational tool for performing symbolic 
algebra and calculus operations. It differs from ALGICALC in 
that it supports polynomials that are generalized to permit 
fractional and negative powers of variables, and the program 
can use many unassigned variables, whereas ALGICALC can 
use only one. However, POLYCALC is essentially a polynomial 
system rather than a rational expression system. The program 
is invaluable to professionals as well as students and teachers 
of algebra and calculus. 



REQUIRES 




ATARI BASIC Language Cartridge 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Cassette 24K $24.95 


APX-10127 


Diskette 32K $24.95 


APX-20127 


'POLYCALC is a trademark of The Soft Warehouse. 






CALCULUS DEMON* 

by The Soft Warehouse 

Recommended for ages 16 and up 
Written in BASIC 



CALCULUS DEMON (third in the series that includes ALGI- 
CALC and POLYCALC) provides a comprehensive tool for 
automatically deriving symbolic partial derivatives and in- 
definite integrals of expressions. It's best at calculus, although 
it contains some algebraic capabilities. It also offers some 
trigonometric, logarithmic, and exponential simplification. In 
contrast, ALGICALC and POLYCALC are better at algebra. 

The program provides automatic and optional mathematical 
transformations to simplify results or aid integration. Unlike 
most programming languages, which can evaluate an expres- 
sion only if all variables have numeric values, CALCULUS DE- 
MON can do true non-numeric operations. 



REQUIRES 

ATARI BASIC Language Cartridge 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 32K 


$24.95 


APX-10155 


Diskette 40K 


$24.95 


APX-20155 



♦CALCULUS DEMON is a trademark of The Soft Warehouse. 



THREE R MATH CLASSROOM KIT 

by Dan Rohr 

Recommended for educators (for grades K-8) 
Written in BASIC 

THREE R MATH CLASSROOM KIT is a comprehensive pack- 
age of three programs: 

• A system students can use to drill on addition, subtraction, 
multiplication, and division problems on 101 difficulty levels; 

• A worksheet printing program for practice drills (with or 
without answers); 

• A gradebook record-keeping program for individual stu- 
dents and whole classes. 

If you've looked at programs like this one, you're probably 
surprised at the low price for all the features available. But 
the decimal point is in the right place! 

REQUIRES 

ATARI BASIC Language Cartridge 

ATARI 825 80-column Printer or Epson MX-80 Printer 

Diskettes for storing records 

ORDER INFORMATION 

Media RAM Price Order No. 



Diskette 



40K 



$49.95 APX-20203 



41 



Learning 

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PHIMTOU ■ Y / M 

THREE R MATH HOME SYSTEM 

by Dan Rohr 

Recommended for ages 5-13 
Written in BASIC 



Bring the widely acclaimed Three R Math System 
into the home 



OPTIONAL 

ATARI 825 80-Column Printer or Epson MX-80 Printer 
ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 40K $24.95 APX-20208 



VIDEO MATH FLASH CARDS drills math 
problems in the familiar flash card format. Work to increase 
speed and earn rankings like Math Wiz! REQUIRES: ATARI 
BASIC Language Cartridge 



ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$17.95 


APX-10048 


Diskette 24K 


$17.95 


APX-20048 



ESCAPE TO EQUATUS: Help the desperate 
Mathemen escape from a hostile planet and return to the 
safety of their robot ship — only your arithmetic skills can 
save them! REQUIRES: ATARI BASIC Language Cartridge, One 
ATARI Joystick Controller. 

ORDER INFORMATION 

Media RAM Price Order No. 

Cassette 24K $24.95 APX-10190 

Diskette 24K $24.95 APX-20190 



MATH MISSION teaches computational skills in an 
exciting space game. Refuel a spaceship rocketing across the 
screen by supplying correct answers to math problems. 
REQUIRES: ATARI BASIC Language Cartridge. OPTIONAL: One 
ATARI Joystick Controller. 

ORDER INFORMATION 

Media RAM Price Order No. 

Cassette 16K $24.95 APX-10193 

Diskette 24K $24.95 APX-20193 



MATH*UFO: Can an exciting arcade game improve your 
arithmetic? Position your guns beside the correct answers to 
math drills, and then fire at the invading UFO s. REQUIRES: 
ATARI BASIC Language Cartridge, One ATARI Joystick 
Controller per player. 

ORDER INFORMATION 

Media RAM Price Order No. 

Cassette 24K $24.95 APX-10151 

Diskette 32K $24.95 APX-20151 



MATHEMATIC-TAC-TOE : Sharpen your 
computation skills! Choose from 15 difficulty levels, set a time 
limit, then place an X or an O in the boxes with correct 
problem answers. REQUIRES: ATARI BASIC Language 
Cartridge. 

ORDER INFORMATION 

Media RAM Price Order No. 

Cassette 16K $17.95 APX- 10082 



Parents whose children are using THREE R MATH CLASS- 
ROOM KIT in school tell us they're impressed. The program 
gives their children work on the precise level they need, it 
analyzes their progress in detail, it holds their interest with 
its novel approach, and it encourages them to keep trying. 
Because of its success in the classroom, an easy-to-use, one- 
disk version, which omits the grade book feature, was created 
for home use. 

It offers all the same lively (but educationally sound) drills 
and analyses of the classroom system for the home. Not only 
does the program give children as much time as they want to 
practice, but it is also an ideal way for parents and children 
to work cooperatively. 

Parents select one of 101 skill levels of addition, subtraction, 
multiplication, and division, and incorporate it into a five- 
letter password specifying the speed, number of problems 
per assignment, and total time allowed. The child has only to 
type his name and the password, and the drills begin. The 
program congratulates and encourages him as he works, and 
then summarizes his results. It's easy to print a complete an- 
alysis of his progress along with extra problems. Worksheets 
can be printed on any of the 101 levels to supplement the 
drills on the screen. Answer keys are also available. 

The author invites questions and comments by mail and tele- 
phone. 

REVIEW COMMENTS 

The user manual includes a complete guide to the 101 dif- 
ficulty levels. It also suggests ways parents can help their chil- 
dren use the program most effectively. 



REQUIRES 

ATARI BASIC Language Cartridge 



Diskette 



24K $17.95 APX-20082 



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PUNCTUATION PUT-ON 

by John D. Perron 

Recommended for ages 8-14 
Written in BASIC 



Practice punctuation in dialogue, narrative, 
and poetry 

Writers use punctuation to express the pauses, gestures, and 
emotional content of speech. But when children learn to 
punctuate, they often have to study arbitrary rules, and they 
apply the rules to lists of sentences that don't appear in any 
natural context. Eventually they find that real writers bend 
those rules to express themselves. PUNCTUATION PUT-ON 
puts the student in the place of the writer, making judgments 
about what punctuation marks enhance the program's dia- 
logue, narrative, and poetry selections. 

The program drills the use of the exclamation point, quota- 
tion marks, colon, semicolon, question mark, apostrophe, 
comma, and period. Young children might not know how to 
type all these punctuaton marks, so there's a special section 
for them. When they're ready to tackle the program s "stor- 
ies'' section, they choose a short anecdote, a poem, or a dia- 
logue. The program displays the selection with all the 
punctuation marks intact, and then replaces one mark with a 
flashing cursor. The child types in the mark belonging in that 
place. The program congratulates him, often using his name. 
If he makes a mistake, he sees the correct answer, and he can 
try again. Children can see how many marks they got right 
out of how many tries. They can even see how many errors 
they made on each punctuation mark. 

The manual discusses the theory behind the program and 
contains suggestions for determining the appropriate level for 
each child using the program. 

The author invites written questions and comments. 

REVIEW COMMENTS 

The program teaches punctuation in an enjoyable, contextual 
environment. It's limited to five writing selections, and it 
doesn't detect examples having more than one acceptable 
answer. 



REQUIRES 






ATARI BASIC Language Cartridge 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 32K 


$24.95 


APX-20205 



WORDGO 

by Greg L. Thrush and Marian Dillashaw 

Recommended for ages 8 and up 
Written in BASIC 



Build word skills by blending letter 
combinations on a game board 

Scholars tell us that English has one of the richest vocabular- 
ies of any language, because it has borrowed words and 
expressions from so many cultures. This is a great advantage 
for poets, but it makes it hard for children to build their lan- 
guage skills. They have to learn a wide variety of words and a 
system of spelling that doesn't seem to make sense. Tradi- 
tionally, the only way to build vocabulary and spelling skills 
was by rote memory work. 

Now there's a captivating game, WORDGO, that sharpens 
these essential skills. You choose one of two difficulty levels, 
and a grid of sixteen boxes containing word endings (such as 
"ank" or "ick") appears below one blend of initial con- 
sonants (such as "th"). Using your Joystick Controller, you 
position the cursor over one of the endings (' ank", for ex- 
ample) to form a word with the initial consonants above. If 
your choice forms a word ("thank"), that box is outlined, and 
you try again with a new word beginning. When you outline 
four boxes in a line (vertically, horizontally, or diagonally), 
you're rewarded. The more words you make, and the faster 
you work, the more points you score. You can compete 
against your own high score, or against your opponent's high 
score. You can multiply your score with double and triple in- 
tersecting lines. 

If you try to create words you're not sure of, you might sur- 
prise yourself by making a word that really exists. If you do, 
you can request a definition of the word you've made (not 
always the most ordinary definition!). 

The authors invite comments and questions by mail and tele- 
phone. 

REVIEW COMMENTS 

WORDGO is a fun way to build up vocabulary; some of the 
words and definitions are surprising. Joystick use makes it 
easy for a child to play. 



REQUIRES 

ATARI BASIC Language Cartridge 

One ATARI Joystick Controller per player 

ORDER INFORMATION 

Media RAM Price Order No. 



Diskette 



40K $24.95 APX-20212 




Learning 




STARWARE 

by Harry Koons and Art Prag 

Recommended for ages 14 and up 
Written in BASIC 



Sky map generator and constellation quiz 

City lights, cloudy skies, and pollution needn't prevent you 
from stargazing. With STARWARE you can explore the 
heavens by way of your ATARI Home Computer. STARWARE 
displays the stars on your TV screen with the brilliance nor- 
mally seen only by astronomers at remote mountaintop 
observatories. Its 900 star coordinates accurately locate all the 
constellations in both hemispheres. You can display high- 
resolution diagrams of each constellation and maps of the 
heavens visible from your home (or any other location) at 
any date and time this century, down to the second. Even the 
bright planets, sun, and moon are accurately located with re- 
spect to the stars. STARWARE takes about 4V> minutes to 
generate a complete high-resolution map. 

The program prompts you for the necessary information, 
such as longitude, latitude, and time zone, to draw your re- 
quested map. You can look at a map in two ways — first with 
only the stars and then with the constellations outlined. STAR- 
WARE has beginner and advanced quizzes for testing your 
progress in learning to identify the program s 66 constel- 
lations. 

The program also has handy features for telescope owners. It 
quickly calculates Local Sidereal Time (a time related to 
stars), letting you easily set the hour circle on your telescope. 
A "finder" option lets you specify the Right Ascension and 
Declination of the center of the map and the size of the field 
of view. This information is useful for locating objects in 
astronomy books and comets as they're discovered 1 Kappy 
stargazing! 

The authors invite written questions and comments. 
REVIEW COMMENTS 

With good program design and human engineering, STAR- 
WARE makes excellent use of tine ATARI Computer's high- 
resolution graphics. Even novice astronomers will enjoy 
STARWARE. 



REQUIRES 

ATARI BASIC Language Cartridge 


PAL 




ORDER INFORMATION 








Media RAM Price 


Order No. 


Diskette 40K $24.95 


APX-2011 


1 



MAPWARE 

by Harry Koons and Art Prag 

Recommended for teenagers-adults 
Written in BASIC 



Create and store high-resolution world maps 



With the MAPWARE programs you can create a w ide variety of 
high-resolution world maps, store your maps, and display 
them whenever you like. MAPWARE contains nearly 9000 
pairs of geographic coordinates for locating main land masses 
and islands on Earth. These maps are useful for such applica- 
tions as games and simulations, tracking satellites, pointing 
amateur radio antennas, and teaching geography and 
cartography. The menu-driven programs create and display 
maps in four different projections: cylindrical ( rectangular 
equal-spaced), orthographic equatorial, azimuthal equidistant, 
and general perspective (global ). Try drawing a world map as 
you would see it from any distance above your hometown. 
The map creation program prompts you for the data needed, 
such as the longitudinal and latitudinal endpoints of your 
map. 

MAPWARE comes on two diskettes — one containing the pro- 
grams to display and create maps and one containing the 
coordinate data. You also need a blank formatted diskette for 
storing data for the maps you create. MAPWARE comes w ith 
five sample maps. 

The authors invite written questions and comments 
REVIEW COMMENTS 

The maps look quite realistic; the amount of detail is 
impressive. The authors put a lot of work into MAPWARE. 



REQUIRES 




ATARI BASIC Language Cartridge 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Diskette 40K $24.95 


APX-20055 






GET PROFESSIONAL HELP 
FOP YOUR OBSESSION: 




ELECTRONIC FUN WITH 
COMPUTERS <k GAMES 

SUBSCRIBE NOW AND SAVE! 



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| Mail to: Electronic Fun, P.O. Box 947, Farmingdale, NY 11737 7301 58 



Entertainment 






ION ROADWAY 

by Jim Sommers 

Recommended for ages 6 and up 
Written in machine language 



This endurance race requires lightning reflexes! 

"You, Zarg, foremost landracer in the star system Altheta, are 
about to face the greatest challenge of your life: to represent 
Altheta in the Galactic Robot Races. Five I-Cars, each equip- 
ped with the most advanced ion energy conveners known, 
are available for your use. You know the stakes: if you win, 
you will be set free to race again. If you lose, you and all 
memory of you will be erased from every mind in the star 
system. Now, go! Attempt, if you dare!" 

You alone must master the joystick control of the I-Car — de- 
cide when to gain points by spinning out, navigate past four 
lethal configurations of robot cars, and never miss a chance 
to refuel at an energy platform. 

At the same time, you must check your control panel when 
changing speeds (four forward, one reverse), monitor your 
energy level, check the distance to the next energy platform, 
and keep count of the number of cars you have left. 

Do all this as the racetrack scrolls diagonally across your 
screen, as you avoid the robot cars swerving and darting 
around you, as you try with all your will to steer clear of a 
crash that will atomize your I-Car and leave only a mushroom 
cloud on the track. 

Attempt, if you dare! 

REVIEW COMMENTS 

Top-quality sound and visual effects and fast action make ION 
ROADWAY a white-knuckle game. 



SPACE WAR 

by Jay R. Jaeger 

Recommended for ages 6 and up 
Written in assembly language 



Two-player galactic shoot-out 



The galaxy can't live in peace until you've vanquished the 
enemy space ship that threatens to dominate your solar sys- 
tem. You maneuver around the sun, using gravitational waves 
to propel your rocket fighter into an advantageous position. 
But watch out, because the enemy lurks, waiting for you to 
become a prisoner of the sun's gravity and a sitting duck for 
his Mark II photon torpedoes. Can you survive? 

This game is a modern adaptation of the arcade-style game 
developed in 1962, SPACE WAR. You pilot your fighter 
through the solar system with your ATARI Joystick Controller, 
using the flashing sun at the center of the screen to slingshot 
you through the galaxy and to avoid your opponent's tor- 
pedoes. The only way that your enemy can destroy your ship 
is by scoring a direct hit with their missiles. You fight back by 
using your joystick button to release return volleys. The sun 
has no destructive effect on the rockets. 

The two players can vary the effect of the gravity, changing it 
from a pull to a push, and vary the perimeters so the rockets 
either wrap around or bounce off the edges. You can vary 
the speed of play, and set a score limit of 10 or 21 points, or 
no limit, or play in the practice mode. 

The author invites written comments and questions. 
REVIEW COMMENTS 

This is a very slick adaptation of an early '60s mainframe 
computer game, with several new options worked in. 



REQUIRES 

One ATARI Joystick Controller 






REQUIRES 

One ATARI Joystick Controller 






ORDER INFORMATION 

Media RAM 


Price 


Order No. 


ORDER INFORMATION 

Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX-10221 


Cassette 16K 


$24.95 


APX-10224 


Diskette 24K 


$24.95 


APX-20221 


Diskette 24K 


$24.95 


APX-20224 




46 



Entertainment 




Revolutionary War strategic board game 



The year is 1777. The American revolutionaries are waging a 
hopeless war against the Redcoats and Hessians of the British 
Empire. General Washington trusts you to foil the three- 
pronged attack from British commanders Burgoyne, St. Leger, 
and Howe. Your men are weary, but there's no time to spare. 
The strategic target of Albany, New York, must be defended at 
all costs. Suddenly the Redcoats are spotted marching up 
from New York City. The time has come, and you swing your 
troops towards the approaching force .... 

You play on a large map of the East coast from Maine to Phi- 
ladelphia and some inland area. You command the American 
forces, trying to destroy all the British forces by the end of 
the year, or to keep control of the strategic sites of Albany, 
Philadelphia, West Point, and Fort Ticonderoga. To do this, 
you're equipped with the American revolutionary army and 
local militia. Facing you are the British, consisting of Redcoats 
and Hessian mercenaries, led by the computer. 

The troops are represented on the map by square markers 
(controlled by the joystick). The marker s travel, with a max- 
imum of eight moves per turn, is affected by mountains and 
rivers. When two opposing counters are adjacent to each 
other, combat begins. The computer calculates the combat 
odds, taking into account muster, terrain, and direction. 
There are eight different scenarios to choose from, and the 
games can be saved to a diskette or cassette. 

The author invites written comments and questions. 

REVIEW COMMENTS 

EASTERN FRONT buffs will enjoy this war simulation of the 
American Revolution. This game takes a couple of hours to 
complete, but it s interesting and challenging. 



REQUIRES 

One ATARI Joystick Controller 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 32K 


$24.95 


APX- 10228 


Diskette 32K 


$24.95 


APX-20228 




Attack enemy installations on the moon 



You are the Earths last hope. The evil lizard people from the 
Omega-JS system have sent an expeditionary force to the 
moon, and they're building installations there for a final 
attack on the hapless Earth. Your orders are to attack with 
your Starfighter to give the Earth time to prepare her de- 
fenses. But beware, Omegan fighters and guided missiles 
patrol the airspace above the moon, eager to die to defend 
their bases. When it seems your mission is nearly complete, 
the enemy rebuilds the installations in greater numbers. Now 
to your fighter and good luck .... 

Using your joystick, you pilot your fighter across the con- 
stantly scrolling screen, destroying bases and fuel tanks, and 
also winning points for shooting down enemy fighters and 
guided missiles. On the screen you get a satellite view of 
your fighter against the moon s surface. Your fighter can bank 
left and right, and also dive and climb, but if you come too 
close to the surface, you're likely to crash or slam into an in- 
stallation or mountain. You can tell your altitude by the fight- 
er's ground shadow, and a cockpit altimeter. If you fly too 
high, the targets will be out of attacking range, and if you're 
too low, you'll crash into mountains and targets. You replen- 
ish your fuel tanks by shooting enemy fuel depots, and win 
bonus points after destroying 35 targets, and then after 55, 75, 
95, etc. At the completion of each skill level you re also re- 
warded with an extra ship. 

In this one-player game, options include four skill levels, and 
the choice of play or practice mode. You have four fighters, 
and you need them all to survive the dogfights with the 
enemy fighters above the surface. 

The author invites written comments and questions. 

REVIEW COMMENTS 

The satellite view greatly enhances the game play. The player 
can spot approaching targets and position his ship to destroy 
them and avoid ground relation problems during dogfights. 



REQUIRES 






One ATARI Joystick Controller 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 



Cassette 16K $24.95 APX-10226 



Diskette 



24k $24.95 APX-20226 



Entertainment 





KANGAROO 

Recommended for ages 5 and up 
Written in machine language 



Help Mom save Baby Kangaroo from the 
fruit-throwing monkeys 

Stop monkeying around! You have a baby kangaroo trapped 
in a cage in a tree high above the ground, and her mom 
wants to get her down. That looks simple: help Mom climb 
the ladders and make some superjumps and she'll rescue 
Baby soon enough. There's just one catch. Several monkeys 
are trying to knock Mom down by pelting her with fruit. 

This is the ATARI Home Computer version of KANGAROO, 
the popular arcade game. You use the joystick to guide Mom 
Kangaroo along tree branches, over some big jumps, and up 
ladders to get to Baby Kangaroo. Along the way she gains 
points by gathering fruit and punching out the mean mon- 
keys. The monkeys will try to stop her by throwing fruit at 
her and knocking her off ladders. During each game, Mom 
must negotiate four separate playing fields. It's an exciting 
game for all ages, but particularly for young children. 

REVIEW COMMENTS 

An excellent re-creation of the arcade game. KANGAROO is 
produced under license with Sun Electronics Corporation. 



REQUIRES 






One ATARI Joystick Controller 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 32K 


$29.95 


APX-20236 




GETAWAY! 

by Mark Reid 

Recommended for ages 6 and up 
Written in machine language 



Find the loot and stash it in your hideout before 
the law nabs you 

Quick! Around the corner! The sheriff is in hot pursuit! 
You've been racing all over town collecting loot and stashing 
it in your hideout. At first the heists were easy. As long as it 
was just a little cash here and there, the law wasn't too in- 
terested. But then you knocked off an armored van, and the 
heat s on. You d better GETAWAY! 

You use your Joystick Controller in this one-player game to 
drive your getaway car around a colorful town covering a 
scrolling map filling 35 screens. You can collect as much cash 
and other loot as you want before returning to your hideout. 
However, the more you're earn ing around, the keener the 
law is on tracking you down. If you're planning a big heist, 
be sure to stop at a gas station to avoid running out of gas. 

Radar blips help you detect nearby patrol cars and armored 
vans. As soon as you capture the three prizes and the 
armored van on one level, you automatically move up to the 
next level. Each level contains bigger prizes and smarter 
cops. In the end you'll always learn that crime doesn't pay! 

The author invites written questions and comments. 

REVIEW COMMENTS 

GETAWAY! has increasing levels of difficulty, yet its easy to 
learn. This is a masterpiece from an experienced game de- 
signer. Mark Reid has used the capabilities of ATARI Comput- 
ers in every way to create an action game of surprising sub- 
tlety. 



REQUIRES 

One ATARI Joystick Controller 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 32K 


$29.95 


APX-10195 


Diskette 32K 


$29.95 


APX-20195 



A large, four-color poster of the complete GETAWAY! map is 
available through your ATARI Computer retailer, or can be 
ordered direct from APX. The order number is APX-90012, 
and the price is $4.00. 



Entertainment 




DANDY 

by John H. Palevich 

Recommended for ages 8 and up 
Written in machine language 

Conquer 26 dungeons through cooperation 

"Where are you going? The spawners are that way! We need 
to pick up the food and bombs below us before we can tac- 
kle them." 

"Ahhh! I'm dead! Forget the food and go find a heart so I can 
be reincarnated. You need my help!" 

DANDY is a 26-level dungeon adventure in which coopera- 
tion is the key to success You and up to three more players 
must get past the monsters; you lose strength each time a 
monster rams you, and you must constantly stock up on food 
to replenish your strength. If you lose all strength, you wind 
up in limbo, but another player can revive you by shooting 
an arrow into a heart. You can pick up smart bombs along 
the way and drop them to wipe out all monsters in the area. 
You must also find keys to unlock doors in each maze. After- 
exploring a dungeon, you take the down tunnel to warp to 
the next one. 

DANDY provides hours of challenging discovery. All move 
merit is done with joy sticks, but you must hover over the 
computer keyboard to rebuild your health and to drop 
bombs The combination adds to the frenzy and fun! Even if 
you master all the dungeons, the game isn't over. You can 
start over at higher difficulty levels, and then you can create 
your own dungeons with the maze editor that conies with the 
program. DANDY is certain to become a favorite in your 
game collection. 

The author invites written questions and comments. 
REVIEW COMMENTS 

An excellent game for one to four play ers, a unique sharing 
style of game play. (Its a one- or two-player game on the 
ATARI 1200XL Home Computer.) The whole family will get 
caught up in DANDY. 



REQUIRES 

One ATARI Joystick Controller per player 



OPTIONAL 

ATARI BASIC Language Cartridge 

ATARI 825 80-Column Printer or equivalent printer 

Diskette(s) for creating your own mazes 

ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 4()K $29.95 APX-20210 




PHOBOS 

by Greg Christensen 

Recommended for ages 8 and up 
Written in machine language 

Master 16 levels of defense 

Did you wear out your Joystick Controller playing Caverns of 
Mars*? If so, run right out and buy another one. Greg Christ- 
ensen has done it again! He's traveled even farther into the 
cosmos to bring us PI EOBOS, Mars' closest and largest moon, 
where a group of renegade martians have set up a command 
center. 

You must cut through 16 levels of defense to destroy the con- 
trol center buried deep in the core of PHOBOS. At first, you 
plummet through caverns, picking up fuel and knocking out 
missiles. The gravity exerted on your ship isn't noticeable af- 
ter a while, and soon you can control your speed. But, it s 
small consolation: you face incredibly narrow and craggy 
paths — a real challenge to pilots. And that's not all. You 
must get past many different barriers, such as compound las- 
er gates requiring fine timing and deft steering. Your mission 
doesn't end should you blow up the control center. You must 
begin your descent anew, because the martians never stop 
building! 

PHOBOS comes with four skill levels, from novice to com- 
mander. Each higher skill level requires navigating through 
more caverns. Both your current score and the high score for 
the session are displayed, along with your fuel gauge and 
your current cavern. 

The author invites written questions and comments. 
REVIEW COMMENTS 

Fans of Greg s first game will want to try their skill at man- 
euvering through caverns offering new obstacles. The 
graphics, sound, and design are along the lines of Caverns 
of Mars and are all extremely good. 



REQUIRES 




One ATARI Joystick Controller 




ORDER INFORMATION 




Media RAM 


Price Order No. 


Cassette 16K 


$29.95 APX-10184 


Diskette 16K 


$29.95 APX-20184 


♦CAVERNS OF MARS is a trademark of Atari. Inc. 



Entertainment 





SALMON RUN 

by Bill Williams 

Recommended for ages 8 and up 
Written in machine language 



Help Sam the salmon swim upstream to spawn 

The story of the determined salmon struggling upstream to 
spawn every season takes a slightly different m ist with SAL- 
MON RUN. The might}' little fish struggles upstream, fighting 
bears, waterfalls, and sea gulls. But, is it all for naught? Does 
he merely die in the end? Now his fate lies in your hands. 

The screen display of this program shows a salmon in a ver- 
tical river course, flanked by a jagged shoreline. At the top of 
the screen is a display of the game level and your score. Us- 
ing a Joystick Controller, one to four players take turns guid- 
ing Sam the salmon up the river to reach his dear Samantha. 

Each game level includes an increasingly difficult series of 
river courses. Sam faces a variety of complicating circum- 
stances during his journey upstream. He must overcome 
waterfalls, bears, fishermen, and sea gulls. The frequency of 
their appearances depends on how long you play the game. 
Sam can jump the waterfalls and sidestep the fishermen or 
animals, but if he misses, he starts his trek upstream all over 
again. 

Sam s struggle upstream is timed by a shrinking horizontal 
bar at the top of the screen. He races the line as well as the 
life-threatening river course. Should Sam successfully com- 
plete one lap, he wins Samantha and a baby salmon. 

You win one point for even' foot you help Sam swim and ten 
points for even waterfall he jumps. You lose points if you 
cause him to fall backwards. In a one-player game, you com- 
pete against your own best score. In a multiplayer game, you 
play for the highest score. 

The author invites comments and questions by telephone and 
mail. 

REVIEW COMMENTS 

Children of all ages will enjoy SALMON RUN. The graphics 
are charming! 



REQUIRES 

One ATARI Joystick Controller per player 



PAL 



ORDER INFORMATION 

Media RAM 



Price 



Order No. 



Cassette 



16K 



$24.95 APX-10120 



Diskette 



2\K 



$24.95 APX-20120 



ATTANK! 

by Joel Gluck 

Recommended for ages 10 and up 
Written in BASIC 



Destroy your opponent's tanks on the battlefield 

Allow yourself plenty of elbow room when you and your op- 
ponent start playing ATTANK! You'll be happily squirming in 
your chair as you maneuver your two tanks around the battle- 
field. In this two-player game played with joysticks your mis- 
sion is to destroy both your opponent's tanks before he or 
she destroys yours. You maneuver your forces through a 
realistically responsive environment of trees, rocks, walls, 
land mines, tunnels, and rubble, and then position and fire 
your guns when your opponent s tank is within firing range. 
You can choose day or night battle conditions, or a mixture 
of the two. If you opt for nighttime, only the tanks and shells 
are visible on the battlefield, except for brief glimpses during 
explosions. 

Packed with colorful graphics and sound effects, ATTANK' is 
loaded with playing options, such as the number of hits a 
tank can sustain before being destroyed, shell range, tunnel 
pattern, and day and/or night battle conditions. You can 
choose whether to introduce an element of chance into the 
game by using the random air raid bomb option. ATTANK! 
also includes two handicap options so that novices can give 
pro tank players a real workout. And a new battlefield 
appears each game! 

The author invites written questions and comments. 
REVIEW COMMENTS 

ATTANK! is a deluxe version of the standard tank game. The 
unique two-tank control and the tunnels are great features 
The author makes very interesting use of character graphics. 

Because the tanks turn only in one-eighth increments it can 
be challenging to hit your opponent at close range. Tank mo- 
tions can be uneven at times. 

ATTANK s many options take some reading to understand, but 
the effort is worthwhile. 



REQUIRES 

ATARI BASIC Language Cartridge 
Two ATARI Joystick Controllers 



ORDER INFORMATION 

Media RAM 



Price 



Order No. 



Cassette 



24K 



$24.95 APX- 10072 



Diskette 



$24.95 APX-20072 



50 



Entertainment 




THE BEAN MACHINE 

by Steve Robinson 

Recommended for ages 6 and up 
Written in machine language 

Slant beams to guide beans through the bean 
machine 

Here's a game that uses the law of gravity. In THE BEAN MA- 
CHINE, your goal is to rack up points by maneuvering a 
series of teeter-totter beams so that 33 beans roll from top to 
bottom in the least amount of time. The beans start out by 
rolling across the bottom of the machine and onto an eleva- 
tor that lifts them to a conveyor belt at the top of the course. 
Some spill out along the way and start their downward trek 
at that point. Some make it to the top, move across the con- 
veyor belt, fall down a chute, and then start their journey 
downward. Your job is to use your Joystick Controller to tip 
the beams so that the beans continue to roll from one teeter- 
totter to the next, until the beans come to rest in the bottom 
trough. You must constantly re-tilt the beams because as a 
bean falls onto a slanting beam, its weight tends to flatten out 
the beam or slant it in the opposite direction. 

Of course, it's not as simple as that. If one bean is stalled on 
a beam and another bean rolls into it, the beans destroy each 
other and are replaced by new beans at the bottom. In addi- 
tion, dangers lurk about the course. For starters, there's a 
bean-gobbling red spider. Then you must time your beans to 
roil under Horrible Mitch, but you can blast right into Little 
Mickey, earning yourself some points and getting rid of him- 
. . .temporarily. The Masked Mumbo loves to undo your work 
by rebalancing the beams, but you can roll right over him for 
revenge. Once you master the beginning level, you can go on 
to the higher levels, where the beans travel faster. A lively 
tune accompanies the action. 

The author invites written questions and comments. 
REVIEW COMMENTS 

The game simulates gravity and the motion of the beans very 
well. It can be tougher on the higher Levels. 



REQUIRES 

One ATARI Joystick Controller 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 24K 


$24.95 


APX-10206 


Diskette 24K 


$24.95 


APX-20206 




DOWNHILL 

by Mark Reid 

Recommended for ages 8 and up 
Written in BASIC and machine language 

Steer your skier around trees and throu gh gates 

Brrrrr! The nippy air triggers your yen to ski. But it s hard to 
get away, and even when you can get away, the crowds can 
spoil your fun. Help is here! With DOWNHILL, you can sit by 
the fire, sip a cup of hot chocolate, and ski to your heart's 
content. Not only that — you have the slopes all to yourself! 
This one-player game challenges your hand/eye coordination 
and timing precision (but your legs can relax). You use a 
Paddle Controller to steer your skier around trees and 
through gates on the beginner, intermediate, or expert 
course. If you like, you can preview each course before run- 
ning it, or you can run it sight unseen. The intermediate and 
expert courses have narrower openings between trees and 
you'll have to turn your skier uphill if you hope to make 
every gate. When necessary, you can snowplow (slow down) 
to avoid hitting a tree or gatepost, which costs you precious 
seconds. Besides choosing the difficulty of your course, you 
can also vary the degree of the slope to decrease or increase 
the speed with which your skier runs the course. 

The object is to ski to the bottom of the hill as fast as pos- 
sible, while making even gate. Each gate missed causes a 
score penalty. The program keeps track of the best time for 
each course, so you can compete against a friend s time or 
against your own best time. SWOOSH! Time to hit the 
powder! 

The author invites questions and comments by mail and tele- 
phone. 

REVIEW COMMENTS 

DOWNHILL makes colorful and imaginative use of the ATARI 
Computer's sound effects and graphics features, including 
vertical scrolling and play er missile graphics. 

Recovery after wrapping your skier around a tree can be 
maddeningly slow! 



REQUIRES 

ATARI BASIC Language Cartridge 
ATARI Paddle Controller 






PAL 












ORDER INFORMATION 










Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX-10063 



Diskette 32K $24.95 APX-20063 



Entertainment 




OUTLAW/HOWITZER 

Recommended for all ages 
Written in machine language 

Two games of marksmanship 

Here are two games to show off your marksmanship. In OUT- 
LAW you square off against another cowboy w ho has you cor- 
nered in the desert. Fortunately for you, you can hide behind 
cactuses to elude his bullets. You use your Joystick Controller 
to chase your opponent and to take aim, then to scamper out 
of range as he fires back at you. You can run him all over the 
desert, but he's a real sharpshooter, so you'll be doing some 
fancy f(X)twork to get him before he gets you. The first to 
score ten hits is the winner. 

In HOWITZER your tank confronts an enemy tank across a 
river which neither of you can cross. You hear your tank 
rumble as you use your joystick to maneuver around the 
field. But you can t count on the trees to protect you from 
enemy fire. Each shell that misses its target leaves a hole in 
the field, but you'll know when either of you has scored a hit 
— the earth shakes and the tank explodes. The first to score 
ten hits is the winner. 

You can play OUTLAW or I IOWITZER against the computer 
or against another player. To compensate for different levels 
of skill, each side can play with or without handicaps — each 
game has eight variations. 

REVIEW COMMENTS 

Both games use colorful, action-packed graphics and sound 
effects, which make these games appealing to players of all 
ages and levels of skill. A good party game! 



REQUIRES IPAL 

One ATARI Joystick Controller per player [ V 

ORDER INFORMATION 

Media RAM Price Order No. 

Cassette 24K $24.95 APX-10004 

Diskette 24K $24.95 APX-20004 



*OUTLAW is a registered trademark of Atari, Inc. 




QUARXON 

by Scott Ludwig 

Recommended for ages 7 and up 
Written in machine language 

Break through the boundary and destroy the 
Droids 

You no sooner discover friendly droids in a new galaxy, 
QUARXON, when your scanner picks up enemy movement 
Headquarters orders you to defend the droids against enemy 
attack. You have only one hunter-killer spaceship and your 
wits to outmaneuver both the enemy ship and the tricky ele- 
ments unique to QUARXON s atmosphere. 

Your primary objective is to fire your laser through randomly 
occurring openings in the center boundary line to break 
through the multilayered blockade protecting the enemy's 
droids, who want to take over the galaxy. At the same time, 
the enemy is trying to wipe out your droids. If their laser hits 
your ship, you face the immediate and often fatal danger of 
the crushing wall. QUARXONs atmosphere contains other 
precarious conditions. For example, if you shoot through the 
boundary line m ice from the same spot, you create a tempo 
rary free shooting zone for the enemy, so you must keep 
moving at all times. And. if your shot misses an opening in 
the boundary line, your laser fire rebounds into your block- 
ade! The battle ends when one ship destroys all his op- 
ponent's droids. 

QUARXON has one- and two-player options, or you c an watch 
the computer battle against itself. Other game options include 
choosing from three difficult} levels, varying the thickness of 
the blockade, and varying the number of droids. Fewer 
droids make for a more difficult battle, since the number of 
droids determines how many lives you have. 

The author invites written questions and comments. 



REVIEW COMMENTS 

Unique rules make this game last. Multishaded layers and 
smooth motion give it a polished look. 



REQUIRES 

One ATARI Joystick Controller per 


player 




ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$29.95 


APX-10174 


Diskette 1 »K 


$29.95 


APX-20174 



Entertainment 




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ENNUMEREIGHT 

by Philip Baker 

Recommended for ages 7 and up 
Written in machine language 



Move numbers around a circuit to win points 

If you're a fan of awari or Mankala, or if you like strategy 
games, you'll love ENNUMEREIGHT. The playing hoard is a 
sideways figure eight, one side belonging to you and the 
other to your opponent. Each side has six circles; each circle 
holds a number. When you select a circle on your side, its 
number is redistributed into the succeeding circles all along 
the figure eight circuit, and one point is added to the num- 
ber in each circle until the points are used up. If the last cir- 
cle to receive a point then contains a two or three and is on 
your opponent s side, you w in the points in that circle, along 
with those in as many adjacent preceding circles on your 
opponent's side as hold a two or three. Then your opponent 
takes a turn. 

The game ends when all the circles on one side contain no 
points. The winner is the player with more points. The 
arithmetic is simple, but you must keep track not only of the 
effect of your ow n moves, but also those of your opponent. 
The more you think ahead to possible consequences, the bet- 
ter your chances of w inning. 

ENNUMEREIGHT offers several options. You can play against 
another player or against the computer, or you can sit back 
and watch the computer battle against itself. For games with 
the computer as a player, you can choose from seven levels 
of difficulty; the higher the level, the more time the computer 
takes to evaluate its move. You also can select the initial 
number of points per circle; the more points, the longer the 
game. And players of all ages w ill enjoy ENNUMEREIG1 IT s 
interesting game animation. 

The author invites questions and comments by mail and tele- 
phone. 

REVIEW COMMENTS 

This game tests your logic and strategy skills. The graphics 
and sounds are an integral part of the game play. 



REQUIRES 

No required accessories 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX- 10204 


Diskette 24 K 


$24.95 


APX-20204 



SMASHER 

by Chris and John Goodman 

Recommended for ages 8 and up 
Written in machine language 



Defend your empire by smashing enemy 
spacecraft 

The might of your empire is know n far and w ide, and that's 
why enemies from all over the galaxy are attacking you. So 
far, you've been safe, because you control the most colossal 
weapon ever devised: the Smasher. It can easily crush any 
enemy craft that threaten you. But now the dread Vorpons 
are swarming through your intergalactic port! Their ships, 
filled with explosives, cruise relentlessly back and forth, men- 
acing the Smasher itself. And you've heard rumors of their 
deadly mystery ship. . .what terrors does it hold? 

The Smasher patrols the area on the screen by demolishing 
enemy craft in its path. You use your Joystick Controller to 
move the Smasher into position and press the red button to 
crush invaders. Beware! Some of the enemy cruisers contain 
enough explosives to destroy the Smasher and leave you de- 
fenseless. If the enemy ships cruise back and forth unchal- 
lenged, they capture part of your territory. The Smasher is 
destroyed if you touch the captured areas, whic h encroach on 
more and more of your port. Even if you successfully defend 
your empire for a while, you can't be complacent: the 
mystery ship can appear on the higher lev els of the game. 

Alone or with another player, you score points by smashing 
enemy craft. Each time you score 50,000 points, you get an- 
other Smasher. Good luck! Your empire is counting on you! 

REVIEW COMMENTS 

SMASHER is a fast-paced, aggressive, exciting game. 



REQUIRES 

One ATARI Joystick Controller per player 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 2 a K 


$24.95 


APX-10219 


Diskette 24K 


$24.95 


APX-20219 




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Entertainment 



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SEVEN CARD STUD 

by Monty Webb 

Recommended for ages 10 and up 
Written in BASIC 



Play poker with five computer opponents 

That big game is coming up and you need to practice your 
poker skills. SEVEN CARD STUD simulates five card-playing 
partners with four programmable characteristics. 

Using a Joystick Controller, you can change the players' char- 
acteristics. If you're new to Seven Card Stud, use the pre- 
programmed personalities, which are quite a challenge. To 
sharpen your card techniques choose one of three traits in 
four different categories for each player. First, you decide if a 
player is hard, average, or easy to bluff Next, you decide how 
often this player raises. Then you choose the degree of risk 
he'll take before he or she folds. Finally, you determine his 
or her overall playing strategy — too loose, smart, or too 
tight. 

SEVEN CARD STUD shuffles the cards and deals two down 
and one up to each player. The program finds the highest 
hand showing and starts the betting. According to the player's 
programmed characteristics, he or she will fold, call, or raise. 
The other players respond in turn. When it's your turn, you 
also choose to fold, call or raise. The pot grows as you bet on 
each round. At the end of seven cards, all hands still in the 
game turn face-up. SEVEN CARD STUD then determines the 
winner and the announcement, "Who Has The Gold?**, 
appears with a list of everyone's winnings. You c an then go 
back and see everyone's cards for study. 

At the end of a game, you can play another hand against the 
same players or you can restart the game and change the 
players' personalities. 

The author invites written questions and comments. 
REVIEW COMMENTS 

This game is not a beginning tutorial. The graphics are very 
good. Poker players are sure to enjoy this excellent simula- 
tion. 



REQUIRES 

ATARI BASIC Language Cartridge 
One ATARI Joystick Controller 














PAL 




ORDER INFORMATION 










Media RAM 


Price 


Order No. 


Cassette 24 K 


$17.95 


APX-10118 


Diskette 32K 


$17.95 


APX-20118 



BOOTLEG 

by E. M. Freeman 

Recommended for ages 8 and up 
Written in machine language 



Dodge the Prohibition agent through 20 maze 
screens 

The speakeasies are counting on you! Unless you can deliver 
the moonshine, they can t open tonight — and you've heard 
they don't like to be disappointed. In your delivery wagon, 
you're threading your way through the city streets, trying not 
to get lost or run out of gas. You've got to keep an eye out 
for a determined Prohibition agent armed with a super- 
charged patrol car. He can call ahead for roadblocks, but you 
know a few tricks to slow him down. 

Using your Joystick Controller, you move the delivery wagon 
around a maze, stopping whenever you see symbols such as 
goblets or flagons. For each delivery, you're paid off in points 
added to your score. After you've made ten deliveries, you 
can move to another screen (there are twenty different 
screens in all). If you're playing against another bootlegger, 
you alternate turns to try for the higher score. 

Your biggest worn is the Prohibition agent. His car moves 
faster than yours, and he throws out roadblocks when you 
least expect them. If you meet him, you crash and that round 
of the game ends. You can use a trap to thwart his pursuit, 
but it doesn't stop him for long, and it costs you points. You 
have five lives — and you need them! 

Whenever an electrical storm passes over the terrain, it puts 
the Prohibition agent's radar out of action. This is a good 
time to escape or increase your score. 

A last warning: don't run out of gas! A fuel gauge shows you 
how much you have left, and you can find fuel pumps at dif- 
ferent spots on the mazes. After a hard day's work, why not 
stop, knock three times, and tell em Joe sent you? 

The author invites written comments and questions. 

REVIEW COMMENTS 

You can use offensive and defensive elements to strategize. 
With twenty screens, there's plenty of variety. 



REQUIRES 

One ATARI Joystick Controller per player 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX-10218 


Diskette 24K 


$24.95 


APX-20218 



54 



Entertainment 





CAN'T QUIT 

by John Harris 

Recommended for ages 8 and up 
Written in BASIC and machine language 



Strategize against th e odds in a dice game 

Success at CAN'T QUIT comes from knowing just when to be 
bold and when to fold. Since nobody ever does know, this 
game has surprise after surprise for its players. Luck certainly 
helps, but it isn't everything. Each roll of the dice forces you 
to decide: quit now, or take a chance? You'll see who's cau- 
tious and who's reckless as you watch the progress of your 
game tokens across the board. 

You can play against another player or against the computer. 
The diamond-shaped game board is composed of eleven 
rows of boxes, one row for each number from 2 through 12. 
When it's your turn, you use a joystick to roll four dice. Then 
you decide how to pair those dice. If you choose a 3 and a 7, 
for example, game tokens move one space to the right on 
rows 3 and 7. The object of the game is to have your tokens 
move completely to the right on 3 rows (or 4 if you choose). 

It sounds at first as if all you have to do is keep on rolling 
dice until you move completely to the right. But it's not that 
simple! If you push your luck too far, you wipe out all the 
progress you've made. You have to resist taking that last turn 
before you've gone too far. You can play by hunches and 
guesses, or you can strategize on probabilities — it's fun any 
way you play. 

The author invites written comments and questions. 
REVIEW COMMENTS 

The game tests your familiarity with the odds on combina- 
tions on dice. There are opportunities to strategize. Joystick 
use makes the game easy to play. The colorful screen is 
attractive. 



REQUIRES 

ATARI BASIC Language Cartridge 
One ATARI Joystick Controller 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX-10220 


Diskette 32 K 


$24.95 


APX-20220 




CATERPIGGLE 

by Scott Ludwig 

Recommended for ages 7 and up 
Written in machine language 



Devour the snakes crawling through a maze 



Who gobbles up fearsome snakes the way Popeye eats spin- 
ach? Who fends off Serpent Security' guards the way O.J. 
scatters tacklers? CATERPIGGLE, that's who! 

Using your Joystick Controller, you maneuver Caterpiggle 
through an intricate maze to eat up long snakes that can 
appear anywhere. These snakes are tricky. Sometimes they 
grow longer by segments, even while Caterpiggle is devour- 
ing them. If he goes for a snake in its middle, the two halves 
go in different directions. The segments can break off and 
make their own way through the maze, and Caterpiggle has 
to chase them down. Even after he has eaten them up, they 
give him trouble, because they slow him down while they're 
digesting! 

Be careful — the snakes are guarded by the super-vigilant 
Serpent Security force. If Caterpiggle collides with one of 
these menacing creatures, he's doomed — for the time be- 
ing. He has three lives, or three chances to move up to the 
next level. With each succeeding level, the snakes grow long- 
er and move faster, and it takes Caterpiggle longer to eat 
each segment. But then you get more points for each level. If 
you maneuver Caterpiggle skillfully enough, he ll earn a 
bonus for eating any guards touching a snake! 

The author invites written questions and comments. 

REVIEW COMMENTS 

This exciting game gets very difficult and calls for lots of 
strategy at higher levels. Music and other sounds are novel 
and fun. 

REQUIRES 

One ATARI Joystick Controller 
ORDER INFORMATION 



Media 


RAM 


Price 


Order No. 


Cassette 


16K 


$24.95 


APX-10194 


Diskette 


24K 


$24.95 


APX-20194 




Entertainment 




GALAHAD AND THE HOLY GRAIL 

by Douglas Crockford 

Recommended for ages 12 and up 
Written in machine language 

A graphic adventure with almost 100 rooms 

Harken hack to the days of old and the legend of Arthur and 
the Knights of the Round Table. As you recall, in King 
Arthur s court several knights set off in search of the Holy 
Grail. Only the truly virtuous succeeded. 

With GALAHAD AND THE HOLY GRAIL, you become one of 
the knights on this holy mission. First you decide on your 
goals. You must swear (this is a game of honor) to accom- 
plish one or more of several goals, such as to find three keys, 
find the Holy Grail, return the Grail to the w hite chapel, or 
slay all monsters. If you and some friends wish to play a 
tournament, you first agree on the goals and then take turns 
playing a complete round. 

The first screen displays the white chapel, the beginning of 
your journey. Using your Joystick Controller, you guide your 
knight through a terrain of walls, roads, meadows, forests, 
and other obstacles. Some of the walls have magnetic powers. 
You can enter secret portals when you pass over them. As 
you travel horizontally, vertically, backwards, and forwards, 
you will encounter dangers from such unexpected sources as 
travelling knights, a dragon, and spiders. If you're lucky, 
vou've found a variety of implements to help you fend off the 
attackers and assist in your search. If one of the challengers 
defeats you, the game starts again and another player tries to 
reach the goal. GALAI LAD AND Till- HOLY GRAIL comes in 
two levels of difficulty. 

REVIEW COMMENTS 

With the monsters, keys, swords, evil knights, castles, and 
mazes, the game is spellbinding. The action is fast and 
challenging. The colors and graphics are fun. Secret portals 
and enchanted w alls give elements of surprise. 

The user manual is as wonderfully imaginative as the game! 



REQUIRES pAL 

One ATARI Joystick Controller L____ 

ORDER INFORMATION 

Media RAM Price Order No. 



Diskette 32K 129.95 APX-20132 





MICROSAILING 

by Glenn Faden 

Recommended for ages 8 and up 
Written in BASIC and machine language 



Sail through four courses that teach tacking and 
gybing (1 or 2 players) 

The saying goes that you'll love sailing if you enjoy standing 
in a cold shower dropping $100 bills down the drain. 
MICROSAILING can t replace the thrill of gliding through the 
water of a brisk, sunny day, but it does give you a taste of the 
skill required to sail a yacht, without the heavy financial in- 
vestment or the uncomfortable conditions that can dampen 
your pleasure. 

This yacht racing game for one or two players oi'k-v^ four 
courses of varying difficulty. A yacht runs through the course 
before the race to show you how to round the marks. You 
tack and gybe around the buoys on a course using a Joystick 
Controller as your tiller. Your speed depends on both your 
helmsmanship and wind conditions. Experienced sailors can 
even elect to sail in stormy weather. The game offers two sets 
of rules. Standard rules ignore boat collisions, whereas ad- 
vanced play follow s the right-of-way rules of the North Amer- 
ican Yacht Racing Union. The race ends when one player 
crosses the finish line after rounding all the marks. The pro 
gram displays the best time for all races and also shows 
which player has achieved the best time. MICROSAILING is 
the perfect way to prepare for your next regatta! 

The author invites questions and comments by mail and tele- 
phone. 

REVIEW COMMENTS 

This is an enjoyable simulation of a sailing race, and the com- 
puter is a tough competitor. 

The user manual contains diagrams of the four courses 



REQUIRES 






ATARI BASIC Unguage Cartridge 






One ATARI Joystick Controller per 


player 




ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 32K 


$17.95 


AFX-20176 




Entertainment 




YAHTMAN 

by Dan Reinhan 

Recommended for ages 6 and up 
Written in BASIC and machine language 

Play dice poker with Yahtman 

Most of us have played some version of the popular dice 
poker games available in both paper/dice and computerized 
form, but YAHTMAN is a cut above the rest. For one thing, 
YAHTMAN joins in every game himself, along with one to six 
other players. For another, this fellow is very friendly; he 
sends messages and performs helpful chores throughout the 
game. And most unusual of all, he shows by his facial ex- 
pressions what he thinks at all times — for good or bad! 

A game of YAHTMAN consists of thirteen rounds of play for 
each player. In each round, you use a Joystick Controller to 
roll any or all of five dice up to three times to obtain one of 
thirteen scoring combinations, such as aces, three of kind, 
and full house. But you must select some combination each 
turn, even if you score zero points. You earn bonus points 
for rolling five of a kind or for high scores. At the end of 
each round, YAHTMAN suggests which combination will earn 
you the most points, but you can ignore him and pick any 
unused combination. As you study each choice, YAHTMAN 
helpfully displays the score you would earn by picking that 
choice. At the end of the game, YAHTMAN totals each player's 
score. 

The author invites written questions and comments. 
REVIEW COMMENTS 

YAHTMANs "human" traits make him a more companionable 
computer opponent than normal. His helpful nature gives 
kids a better chance against adults. 



BLOCK BUSTER 

by Alan Griesemer and Stephen Bradshaw 

Recommended for ages 9 and up 
Written in QS Forth 

What do you do when you're faced with 43 quintillion pos- 
sible combinations for solving a puzzle? The challenge of 
cubic puzzles is to unscramble a patchwork of colors so that 
each side ends up a different solid color. BLOCK BUSTER 
allows you to view all six sides simultaneously before decid- 
ing on your next move. Also of great help is the ability to set 
up a particularly difficult configuration of colors and then, 
with one command, tell BLOCK BUSTER to solve the puzzle. 
The program even records its moves! 



OPTIONAL 

One ATARI Paddle Controller 
ATARI printer or equivalent printer 














K 












ORDER INFORMATION 










Media RAM 


Price 


Order No. 


Cassette 32K 


$17.95 


APX-10110 


Diskette 32K 


$17.95 


APX-20110 



GRIDIRON GLORY 

by Mike Drury and Bob Graves 

Recommended for ages 12 and up 
Written in BASIC 

In GRIDIRON GLORY, you and your opponent can coach any 
one of twenty-eight professional football teams, using a com- 
bination of keyboard and Joystick Controller commands. Each 
team is programmed with a different profile. You have eight- 
minute quarters to outcoach and outscore your opponent. A 
25-second clock forces each coach to call plays quickly. 

The playing field displays your position and movement of the 
ball after you call your plays. The scoreboard displays yards 
gained rushing and passing, total first downs, current down, 
yards to go, time remaining, and time-outs left. 



REQUIRES 

ATARI BASIC Language Cartridge 



REQUIRES 

ATARI BASIC Language Cartridge 
A set of ATARI Joystick Controllers 



One ATARI Joystick Controller 






ORDER INFORMATION 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Media RAM 


Price 


Order No. 


Diskette 32K 


$24.95 


APX-20188 


Cassette (410) 16K 


$24.95 


APX-10175 









Diskette (810) 



24K 



$24.95 APX-20175 




Entertainment 



CHECKER KING 

by William H. Northrup 

Recommended for ages 7 and up 
Written in machine language 

Are your checkers opponents too predictable? Do you need a 
real challenger, the kind who thinks ahead, and can't be dou- 
ble jumped? Then turn on CHECKER KING, the computerized 
checkers game. 

With this program you can play another opponent or you can 
challenge the computer. You use the joystick to position the 
checker pieces and you can establish the level at which the 
computer plays. You can even set the board up to practice 
strategies. 



REQUIRES IpAL 

One ATARI Joystick Controller per player 

ORDER INFORMATION 

Media RAM Price Order No. 

Cassette 16K $24.95 APX-10129 

Diskette 16K $24.95 APX-20129 



TERRY 

by Ingrid Langevin 

Recommended for ages 10 and up 
Written in BASIC and machine language 

Are you feeling low? Just have to talk to someone about your 
problem? TERRY is a lightweight version of an artificial in- 
telligence program that simulates a psychotherapist. TERRY 
doesn't pretend to be smart or probing. She prefers rollick- 
ing repartee instead. Just type what you have to say and watch 
it appear on the screen, followed by TERRY s reply. She may 
ask you more questions or give you some advice. Clarifying 
problems and possible solutions can help you feel better. 



REQUIRES 

ATARI BASIC Language Cartridge 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 32K 


$17.95 


APX- 10047 


Diskette 32K 


$17.95 


APX-20047 




DIGGERBONK 

by Steve Robinson 

Recommended for ages 8 and up 
Written in machine language 

Take out your frustrations on the Pulsing Greenies, the 
Purple Gurple, and a host of other meanies. Maneuver 
through a vertically scrolling maze to accumulate points by 
'bonking'', or demolishing, your enemies. Of course, they're 
out to get you, too, so you have to keep your wits about you. 
There are some last-ditch escape methods, including the 
Panic Button, for only the most dire emergency. 

Besides your enemies, you have to watch out for some 
hazards in the landscape. If the Orange Whirlers, for 
example, entice you too far down the screen, you'll be boxed 
in as the wall scrolls downward. And the dreaded red bomb 
might go off at any time — its fragments are deadly. Try to 
bonk as many creatures as possible before your inevitable 
demise! 



REQUIRES 

One ATARI Joystick Controller 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX-10202 


Diskette 16K 


$24.95 


APX-20202 



747 LANDING SIMULATOR 

by William J. Graham 

Recommended for ages 12 and up 
Written in BASIC 

Here's a game mat gives all would-be jumbo jet pilots the 
frustration, and thrill of landing very own 747 jet . From the 
cockpit, you see the airport runway and your instrument panel, 
at the bottom of the screen, is continuously updated. You hear 
the sounds of air turbulence, various warning signals, even your 
engines' deceleration after landing. At the end of your flight, 
you receive a score that reflects your expertise in landing safely. 
The game has three levels of difficulty and two options — 
landing with instruments on and with instruments off. 

The author invites questions and comments by telephone. 
REVIEW COMMENTS 

This game is fascinating, complex, and hard to master. The 
joystick commands take getting used to. The game calls for 
patience and perseverance. Because the game is written in 
BASIC, it doesn't have the illusion of real-time flight. 



REQUIRES 

ATARI BASIC Language Cartridge 
One ATARI Joystick Controller 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 24K 


$24.95 


APX-10043 


Diskette 32K 


$24.95 


APX-20043 



Entertainment 



AIR RAID! Fly above eight scrolling screens of landscape 
to defend your fighter plane, a radar beacon, and two 
airstrips against enemy bombers. REQUIRES: One ATARI 
Joystick Controller. 



ORDER INFORMATION 






Media 


RAM 


Price 


Order No. 


Cassette 


16K 


$29.95 


APX-10187 


Diskette 


24K 


$29.95 


APX-20187 


AVALANCHE *pro\ 


ides you 


with a set of shields to 


defend yourself against 


six layers of rocks that fall faster and 


faster! REQUIRES: A set 


of ATARI 


Paddle Controllers 


ORDER INFORMATION 






Media 


RAM 


Price 


Order No. 


Cassette 


16K 


$24.95 


APX-10003 


Diskette 


16K 


$24.95 


APX-20003 



indicates trademark of Atari, Inc. 



BLACKJACK CASINO lets you play the famous 
casino game at home. You can double down, split pairs, 
surrender, or take insurance — even send out for more 
money! REQUIRES: One ATARI Joystick Controller per player. 



ORDER INFORMATION 




Media RAM 


Price Order No. 


Cassette 8K 


$17.95 APX- 10064 


Diskette 16K 


$17.95 APX-20064 


CRIBBAGE pits you against the computer in a faithful 
rendition of the traditional English card and board game. 


ORDER INFORMATION 




Media RAM 


Price Order No. 


Cassette 32K 


$17.95 APX-10141 


Diskette 40K 


$17.95 APX-20141 



GAME SHOW is styled just like a current TV show that 
tests your ability to predict the most popular answers to 
various questions. (You can add your own questions too.) 

ORDER INFORMATION 

Media RAM Price Order No. 




IMPACT is a way to play bumper cars in outer space! Up 
to four players coast around 24 different playing screens, 
bouncing and bumping into each other. REQUIRES: One 
ATARI Joystick Controller per player. 



ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 8K 


$17.95 


APX-10196 


Diskette 16K 


$17.95 


APX-20196 


MELT-DOWN challenges you to prevent a nuclear 
disaster. Carry buckets of water to a leaking cooling tower in 
a power plant before the mutant mice get you! REQUIRES: 
One ATARI Joystick Controller per player. 


ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX-10178 


Diskette 32K 


$24.95 


APX-20178 



MEMORY MATCH is a version of the popular board 
game that sharpens your concentration. Match pairs of hidden 
objects or symbols or words on a grid after a brief glimpse 
REQUIRES: ATARI BASIC Language Cartridge. 



ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX- 10070 


Diskette 24K 


$24.95 


APX-20070 



SNARK HUNT Find the snarks hidden inside a 
mysterious snark box. Fire vorpal beams into the box to see 
how the snarks affect the beams. Only logic can help! 
REQUIRES: ATARI BASIC Language Cartridge, One ATARI 
Joystick Controller. 

ORDER INFORMATION 

Media RAM Price Order No. 

Cassette 16K $24.95 APX-10154 



Diskette 



24K $17.95 APX-20168 



Diskette 



24K $24.95 APX-20154 




Systems/Telecommunications 




Create and animate your own cartoon characters 



Ever had a secret desire to make your own movie? With CAR- 
TOONIST, you use your ATARI Home Computer to create 
your own characters and put them into motion. To create a 
frame, use your Joystick Controller to draw a character on the 
screen, modifying its height, width, or color — or create its 
mirror image. 

After you complete your first frame, edit to create more 
frames for your movie. You can insert frames, copy them, ex- 
change different ones, or delete the ones that don't fit. When 
you've created all the frames, you re ready to animate them. 
To animate the movie, you run one frame after another and 
the motion begins. Your character can walk, hop, slink, 
slither, even fly! You can set the sensitivity of the joystick, and 
vary the speed of the animation. You can save and recall films 
you've made. 

Programmers can use CARTOONIST to add animated sequen- 
ces to their programs (a how-to demonstration is included), 
but it's so versatile that children can develop their creativity 
by learning to make their own cartoons. You choose options 
and activities from the program s many menus. To show you 
what CARTOONIST can do, run one of the program's several 
short animated sequences. 

REVIEW COMMENTS 

CARTOONIST is one of the best-designed animation packages 
we've seen. The program's menu-driven approach makes it 
easy to master quickly. 



REQUIRES 




ATARI BASIC Language Cartridge 




One ATARI Joystick Controller 




OPTIONAL 




One set of ATARI Paddle Controllers 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Diskette 32K $24.95 


APX-20237 




Written in Assembly and DEEP BLUE C 



Add floating point capability to your 
DEEP BLUE C COMPILER 

Here's the latest addition to the APX family of DEEP BLUE C 
software. MATHLIB is a whole library of math functions de- 
signed to expand your DEEP BLUE C COMPILER into the area 
of floating point calculations. 

DEEP BLUE C is filling the gap between BASIC and assembly 
languages, but it doesn't support floating point data types. 
MATHLIB provides the full range of functions needed for 
DEEP BLUE C to perform floating point calculations. It oper- 
ates on standard ATARI floating point numbers and prov ides 
access to the functions in the ATARI Operating System Float- 
ing Point ROM. 

Among the 32 new math functions MATHLIB provides are: 
ATASCII/floating point, integer/floating point, and degree/ 
radians conversions; floating point addition, subtraction, mul- 
tiplication, division, and square roots; natural and base 10 
logarithms and exponentiation; sine, cosine, tangent, and 
arctangent trigonometric functions in radians or degrees. 

MATHLIB's link files can be easily used like any other DEEP 
BLUE C link file such as Graphics.CCC. Demonstration pro- 
grams provide unit testing of MATHLIB's functions, examples 
of how they're used, and MATHLIB's use in Turtle graphics. 

The author invites written comments and questions. 

REVIEW COMMENTS 

MATHLIB requires a familiarity with the C programming lan- 
guage in general and ATARI DEEP BLUE C in particular. The 
user manual provides detailed information about the sub- 
routines and examples of their use. 



REQUIRES 

DEEP BLUE C Compiler (APX-20166) 



OPTIONAL 

ATARI MACRO Assembler 



ORDER INFORMATION 

Media RAM Price Order No. 



Diskette 



48K $17.95 APX-20231 



Systems/Telecommunications 



i ^ 



: 




EASTERN FRONT (1941)* 
SCENARIO EDITOR 

by Chris Crawford 

Recommended for teenagers and up 
Written in machine language 

Establish your own criteria for the battles of the 
Eastern Front 

"I know I did everything right, but now I'm up to my ears in 
Russians." 

Sound familiar? Any self-respecting EASTERN FRONT war- 
gamer has felt this way more than once. Playing the most 
challenging war game available can often be frustrating. 
Wargamers are forever saying, "What if?" What if the Russians 
hadn't fielded as many armies? What if the Germans were 
distributed differently during the early stages of the offensive? 
Now you get your chance to find out. 

With the EASTERN FRONT (1941) SCENARIO EDITOR you 
control more than a dozen factors that could alter the out- 
come of the Eastern Front Campaign. You determine the type 
of armies (e.g. infantry, calvary, Fliegerkorps), where and 
when the units arrive on the map, and factors like combat 
and muster strength that contribute to the unit s battle 
effectiveness. The map remains the same, but you can 
organize the combatants in an almost infinite number of var- 
iations. The scenario editor thus lets you fine tune the origin- 
al EASTERN FRONT scenario, or create your own game. 

The scenario editor must be used with the ATARI EASTERN 
FRONT (1941) Cartridge and can t be used with the original 
APX version. Three excellent new EASTERN FRONT scenarios 
(APX-10232 and APX-20232, in cassette or diskette) have been 
created by Ted Farmer using this editing software. 

REVIEW COMMENTS 

The human engineering is very good. All input is from the 
joystick or function keys. The manual contains useful de- 
signer notes and tips on strategy, but setup time can be 
extensive. 



REQUIRES 




ATARI Eastern Front (1941) Cartridge 




One ATARI Joystick Controller 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Diskette 48K $24.95 


APX-20233 



*Indicates trademark of Atari, Inc. 



EASTERN FRONT SCENARIOS 
1942, 1943, 1944 

by Ted Farmer 

Recommended for teenagers and up 
Written in machine language 

Three challenging new scenarios to add to 
EASTERN FRONT (1941) 

Deep in Russia with the temperatures falling and the Russian 
defenses stiffening, your men are hungry, tired, and ill- 
equipped. Good luck! Operation Barbarossa has begun an 
unexpected second year. 

With finely detailed historical accuracy, Ted Farmer has recre- 
ated the three years of the Eastern Front Campaign following 
the German blitzkriegs of the summer of 1941. Armchair 
generals can now see these early successes eclipsed by the 
devastating Russian counteroffensives. The 1942 scenario 
centers around the battle for Stalingrad. In 1943 the enor- 
mous tank battle of the Kursk Operation takes the center 
stage. In late 1943 and 1944 the scenarios deal with the Ger- 
man retreat before the massive Russian counteroffensives. 

The odds against success are almost insurmountable, but, for 
the strategic wargamer, these scenarios present the realistic 
challenge of Barbarossa in the years of its decline. If you're 
smart and very lucky you may continue a campaign in which 
survival is a form of victory'. Each new scenario requires very 
different strategies to play well. 

The author invites written comments and questions. 

REVIEW COMMENTS 

Designed with Chris Crawford's new EASTERN FRONT (1941) 
SCENARIO EDITOR (APX-20233), these new scenarios are all 
written at the expert level and can be an excellent addition to 
your Eastern Front library. Can only be used with the ATARI 
Eastern Front Cartridge. Cannot be used with the original 
APX version. 



REQUIRES 

ATARI Eastern Front (1941) Cartridge 
One ATARI Joystick Controller 



OPTIONAL 

Eastern Front (1941) Scenario Editor (APX-20233) 



ORDER INFORMATION 

Media RAM Price Order No. 

Cassette 16K $17.95 APX-10232 

Diskette 16K $17.95 APX-20232 



Systems/Telecommunications 



DUPLICATE 01 .1 
UIMmUY >A'JE 
II IHmI?Y load 
RUM CtT toOOVC* 
CREATE HEH.Sft' 





SOURCE CODE FOR EASTERN FRONT 
(1941) 

by Chris Crawford 

Recommended for advanced programmers 
Written in assembly language 

A behind-the-scenes look at creating a complex 
war game 



You've played the game. . .now read the code! Intended for 
advanced programmers, this package takes you behind the 
scenes for a look at the thought processes involved in creat- 
ing a sophisticated, computerized wargame. This diskette con- 
tains all the source code files for EASTERN FRONT (1941) — 
about 700 sectors of code! 

The user manual contains a complete source and object code 
listing, as well as the following sections: program structure 
review; detailed memory map; unit characteristics chart; map 
diagrams; explanatory essays on each module; narrative his- 
tory of EASTERN FRONT development; and discussion of 
game design considerations. 

The package is like a tutorial on advanced game design. 

The diskette contains only the source code (that is, the En- 
glish equivalent of the code the computer runs) for EASTERN 
FRONT. The object code (that is, the code the computer 
runs) is sold separately by ATARI. Only advanced pro- 
grammers should consider using the source code in this 
package to create an object file for running EASTERN FRONT 
instead of purchasing the object code. 

REVIEW COMMENTS 

To get maximum benefit from this package, you need a good 
understanding of assembly language programming and you 
should be comfortable using the Assembler Editor Cartridge. 
Assembly language programmers inexperienced in writing 
large programs will especially benefit from this package. 



REQUIRES 






Assembler Editor Cartridge 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 40K 


$49.95 


APX-20095 




BASIC/XA 

by Thomas Newton 

Recommended for ATARI BASIC programmers 
Written in machine language 



Development tools for ATARI BASIC 
programmers 



Here's a package of development tools ATARI BASIC pro- 
grammers will find invaluable; they're easy to use and fast. 
Interfacing between your program and the DOS menu. 
BASIC/XA lets you list all program variables, their values and 
dimensions, and which lines use them; change variable 
names; delete a range of lines; renumber the program; and 
check for bad GOTO statements and syntax errors. Another 
option lets you print, or store on diskette or cassette the vari- 
able list, variable values, and the cross-reference table. 

To use BASIC/XA with a program, you first boot BASIC/XA in- 
to memory. Both the development tools and all the normal 
DOS options are then available. Next you load in the pro- 
gram you want to work on. To use a tool, you type DOS, 
which causes the BASIC/XA menu to display. From this menu, 
vou can select a tool, return to ATARI BASIC, or go on to the 
ATARI DOS menu. 

BASIC/XA uses about 4000 bytes of memory. A BASIC pro- 
gram included with both versions lets you relocate the disk- 
ette version for your system and provide cassette owners with 
a way to transfer BASIC/XA to diskette. 

The author invites written comments and questions. 

REVIEW COMMENTS 

This package combines the functions of ULTIMATE RENUM- 
BER UTILITY, VARIABLE CHANGER, and BASIC CROSS- 
REFERENCE UTILITY, and more, in a very easy-to-use format. 

The comprehensive, well-organized manual contains a de- 
tailed description of each subroutine in BASIC/XA, its in- 
terface with the rest of the package, and its purpose. 



ft^^ >!^ff 



REQUIRES 






ATARI BASIC Language Cartridge 






OPTIONAL 






ATARI printer or equivalent printer 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$29.95 


APX-10177 


Diskette 24K 


$29.95 


APX-20177 



Systems/Telecommunications 



SUPERSORT 

by Bob Fraser 

Recommended for intermediate-advanced 
BASIC programmers 
Written in machine language 

SUPERSORT is a high-speed sorting routine you call from 
your BASIC programs. The program loads itself into com- 
puter memory as a scratch pad and about 1,000 bytes of RAM. 
You run your BASIC program as usual, storing in one long 
string the items you want sorted. You POKE in your record 
and key lengths and execute a USR function. SUPERSORT 
sorts the entire string in ascending order by your specified 
key(s). It can sort as many as 10,000 records, and it executes 
at a speed of 1000 one-byte items in less than two seconds. 
Your BASIC program then operates on the sorted data. This 
utility is designed for use only with BASIC. 



REQUIRES 




ATARI BASIC Language Cartridge 




OPTIONAL 




ATARI Assembler Editor Cartridge 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Diskette 24K $24.95 


APX-20030 



KEYPAD CONTROLLER, Rev. 2 

by Thomas D. Newton 

Recommended for programmers 
Written in BASIC and machine language 

While the keyboard on ATARI Home Computers is ideal for 
many uses, for activities involving entering lots of numbers, a 
numeric keypad would probably serve you better. Using a 
pair of keyboard controllers, KEYPAD CONTROIJLER not only 
allows you to enter numbers in keypad fashion, but also pro- 
vides you with program editing functions. You use one con- 
troller to enter numbers, periods, and commas and the other 
controller to enter arithmetic operators ( -I- , - , x , /, and *) 
and to move the cursor around the screen. Revision 2 con- 
tains an option for using the program with two-player games, 
and you can modify- the interpretation of the keys with a 
BASIC program provided by the author. 



REQUIRES 






ATARI BASIC Language Cartridge or Assembler Editor 


Cartridge 






A pair of ATARI Keyboard Controllers 




ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 8K 


$17.95 


APX-10T06 


Diskette 24K 


$17.95 


APX-20106 



SCREEN DUMP UTILITY 

Recommended for programmers 
Written in machine language 

A set of three programs lets you print copies of screen dis- 
plays. While you can copy text to most printers, you can copy 
text and graphics characters only to an ATARI 822 or a Cen- 
tronics 739. You can change several of the graphics screen 
dump programs' parameters (such as size or proportion of 
printed image), and you can call the programs from your 
applications programs with a USR function. 

The programs are installed below user memory at boot time, 
moving lower memory boundary up. Thus, some programs in 
machine language may not work if absolute memory loca- 
tions must remain available. 



REQUIRES 






Printer (see program description) 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 24K 


$17.95 


APX-20045 



DISK FIXER/LOAD 'N GO 

Recommended for programmers 
Written in BASIC and machine language 

The two programs DISK FIXER (FIX) and LOAD N GO are 
invaluable tools for the programmer. FIX provides direct ac- 
cess to several areas of the diskette including files, allocation 
maps, directory entries, and sector data. With it you can trace 
sector chains and edit actual sector data. The program is spe- 
cifically designed to help you salvage "crashed" diskettes. 

By setting up its own AUTORUN.SYS file, LOAD N GO lets 
you automatically start a BASIC program whenever you turn 
on your computer. You can essentially custom tailor your 
computer to as many specific applications as you wish. Easy 
to use, the program has almost unlimited applications. 



REQUIRES 

ATARI BASIC Language Cartridge (for LOAD 'N GO) 



ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 24K $29.95 APX-20189 





Systems/Telecommunications 




DEEP BLUE C COMPILER 

by John H. Palevich 

Recommended for programmers familiar with C 
Written in C 

More powerful and faster than BASIC, yet free of the tedious 
hours of debugging common in assembly programming, C is 
a valuable general purpose language. C is also transportable 
to other computers with minor modifications. The DEEP 
BLUE C COMPILER helps you create large C programs for 
your ATARI Home Computer. Some features DEEP BLUE C 
supports are: 

• char, int, and pointer data types 

• single dimension arrays 

• unary operators: +,-,*,&,+ + , , !, l-(tilde) 

• binary operators: +, -,*,/,%, I, A , &, = =,!,=,<,< =, 
>,>=,<<,>>, <op> =, &&, II, ?:, comma 

• statements: if, else, while, break, continue, return, for, do, 
switch, case, default 

• #define and #include compiler directives 

• relocating linker 



REQUIRES 

ATARI Program-Text Editor 1 
editor 



or other non-line oriented text 



OPTIONAL 

ATARI Macro Assembler 

ATARI Assembler Editor Cartridge 



ORDER INFORMATION 

Media RAM 



Price 



Order No. 



Diskette 



48K 



$39.95 APX-20166 



Also available from APX is DEEP BLUE SECRETS, the source 
code for DEEP BLUE C COMPILER and linker and the source 
text for the interpreter. With it you can maintain, modify, and 
extend this C language for your programming needs. 
REQUIRES: DEEP BLUE C COMPILER (APX-20166); ATARI 
Macro Assembler* and Program-Text Editor* (CX8121). 



ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 48K 


$39.95 


APX-20179 



•ATARI Macro Assembler and Program-Text Editor are trademarks of 
Atari, Inc. 



DISKETTE LIBRARIAN 

by Ronald & Lynn Marcuse 

Recommended for teenagers-adults 
Written in BASIC and machine language 

Catalog, update, search, sort, and print diskette 
file data 

Why doesn't someone write an on-line cataloging system to 
organize your diskette files? Help is here! DISKETTE LIBRAR- 
IAN catalogs several pieces of information about your diskette 
files, updates entries, searches and sons on any unit of in- 
formation, and displays or prints the formatted catalog. In 
addition, DISKETTE LIBRARIAN can automatically run a BASIC 
program stored in SAVE format after it locates the program 
and prompts you to insert the referenced diskette. This fea- 
ture can make your computer easier for beginners to use. 

A series of menus guides you. DISKETTE LIBRARIAN supports 
both automatic and manual file updating. You can display or 
print complete or partial catalogs and complete or partial 
entries that are sorted or unsorted. 

The authors invite questions and comments by telephone. 
REVIEW COMMENTS 

The assemblv sort routine makes for verv fast file sorts. 



REQUIRES 




ATARI BASIC Language Cartridge 




OPTIONAL 




ATARI 825 80-Column Printer or 


Epson MX-80 Printer 


ORDER INFORMATION 




Media RAM 


Price Order No. 


Diskette 24K 


$24.95 APX-20056 



For credit card orders, use these 
toll-free numbers: 800/672-1850 
(California) or 800/538-1862 
(elsewhere in Continental U.S.A.) 
Or phone direct: 408/727-5603. 




64 



Systems/Telecommunications 









BREAK P0IHT5 1 




CiOOO 0000 JJPI 0000 8000 













INSTEDIT, REV. 1.1 

by Sheldon Leemon 

Recommended for programmers 
Written in BASIC and machine language 

INSTEDIT, a character set editor, can help you take advantage 
of the advanced graphic capabilities of your ATARI Home 
Computer. You use the joystick to edit a character in an 
eight-by-eight matrix, and the modified character is displayed 
in all six graphics modes. You can create objects for use with 
ATARI player missile graphics, and even combine characters 
to make larger objects. INSTEDIT can also save your charac- 
ter data in the form of BASIC DATA statements, assembler 
source code using the .BYTE directive, or even an entire 
BASIC subroutine for incorporating your character set into a 
program. 



REQUIRES 

ATARI BASIC Language Cartridge 
One ATARI Joystick Controller 



ORDER INFORMATION 



Media 


RAM 


Price 


Order No. 


Cassette 


16K 


$24.95 


APX- 10060 


Diskette 


24K 


$24.95 


APX-20060 



INSTEDIT is also available in a Microsoft BASIC version. 
REQUIRES: ATARI Microsoft BASIC (CX8126); One ATARI Joy- 
stick Controller. 

ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 40K $24.95 APX-20113 




HEX-A-BUG 

by David Kano 

Recommended for assembly language programmers 
Written in machine language 

A hexadecimal-based, screen-oriented debugging 
tool for the ATARI Computer 

New programs rarely work as planned on the first run. But 
finding the errors is difficult at speeds at which the computer 
usually runs. HEX-A-BUG is an easy-to-use tool for stopping 
your program so you can find and correct the bugs. You load 
HEX-A-BUG and your program into memory, and you use 
breakpoints to switch control from your program to HEX-A- 
BUG. Being able to determine the intermediate results of 
your program by studying memory locations and register val- 
ues can be invaluable for locating errors. Your program's 
screen display remains intact and you can easily toggle be- 
tween it and the HEX-A-BUG display. 

This screen-oriented program uses very few commands. The 
main screen area consists of "strips" across the screen, each 
one a functional area. You move a flashing cursor from one 
functional area to another to change the contents of any 
register, breakpoint, address of a memory strip, or memory 
location. Horizontal fine scrolling forward and backward 
from any location gives you quick and easy access to all in- 
formation. In addition, you use simple commands to do such 
things as go to DOS, single step through your program, 
search for a string of values, and continue execution of your 
program. 

The author invites written questions and comments. 
REVIEW COMMENTS 

HEX-A-BUG has the advantages of design consistency, mini- 
mal syntax, and ease of use. It needn't be assembled with 
your program. 

The user manual assumes knowledge of the internals of the 
6502 microprocessor. 



REQUIRES 

No required accessories 



OPTIONAL 

ATARI MACRO Assembler or ATARI Assembler Editor 
Cartridge 

ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 48K $39.95 APX-20199 



Systems/Telecommunications 



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DUNIONS DEBUGGING TOOL (DDT) 

by Jim Dunion 

Recommended for assembly language programmers 
Written in machine language 

A debugging tool for use with the ATARI Macro 
Assembler™ 

Getting at some of the features designed into the ATARI 
Home Computer is done more efficiently in low-level assem- 
bly language programming than in high-level languages like 
BASIC and PILOT. Assembly language programmers can ben- 
efit greatly from adequate development tools. The ATARI Mac- 
ro Assembler™ and Program-Text Editor™ is one such 
powerful programming tool, and now we have a companion 
piece, DUNION S DEBUGGING TOOL (DDT), a debugging 
tool specifically designed for use with the Macro Assembler. 

Most of the time, correcting a program bug isn't the central 
problem; finding it is. DDT's operation centers on control of 
its display screen and on the ability to monitor and change 
easily the internal state of the machine. This feature works 
while also maintaining the users screen display. The display 
is divided into six areas, each showing a different aspect of 
what s going on inside the computer at any instant: (1) a 
register display shows current contents of the 6502 processor 
registers; (2) a display window shows the system memory- 
address space; (3) a stack display shows the- top 15 items on 
the system stack; (4) a mini-symbol table shows the names 
and values of fifteen user-defined declared symbols; (5) a 
breakpoint table shows settings of user-definable breakpoint 
and trap registers; and (6) a command window shows com- 
mands typed from the keyboard. 

Example programs included in the package illustrate ways to 
set up and use DDT's many features. 

The author invites written questions and comments. 

REVIEW COMMENTS 

For all levels of assembly language programmers, DDT is 
definitely worth learning to use. 



REQUIRES 

ATARI Macro Assembler™ and Program-Text Editor 
(CX8121) 



OPTIONAL 

ATARI BASIC Language Cartridge (for examples) 
ORDER INFORMATION 

Media RAM Price Order No . 

Diskette 16K $39.95 APX-20150 



EXTENDED fig-FORTH, REV. 2 

by Patrick Mul larky 

Recommended for advanced programmers 
Written in machine language 

Full implementation of standard fig-FORTH, with 
more definitions 

Many advanced programmers find that FORTH is a good de- 
velopment tool for applications requiring high speed and low 
memory consumption, such as process control, systems soft- 
ware, and games. For these kinds of jobs, a FORTH program 
often runs 10 to 100 times faster than does a BASIC program 
to perform the same function. Programming in FORI ! 1 is 
usually easier than programming in machine language 
(although FORTH programs don't run as fast as machine 
language programs do). 

EXTENDED fig-FORTH is a full implementation of the stan- 
dard FORTH as defined in the Forth Interest Group (fig) Im- 
plementation Guide. 

This version adds many definitions, including extended 
double-precision words. Also included in this version are the 
standard FORTH Editor, a complete Assembler for the 6502, a 
set of the ATARI Computer's Color/Graphic definitions, and a 
set of the ATARI Computer's floating-point definitions. A new 
definition, SAVE, lets you make a self-booting image of 
FORTH on a diskette and will include any new definitions 
you add. This version doesn't implement the definitions 
DLIST, MON, and TASK. It does implement the complete set 
of ATARI Computer Screen-Editor capabilities, making editing 
and changing FORTH programs simple and straightforward. 

You should be familiar with FORTH to use EXTENDED fig- 
FORTH. Beginning FORTH programmers might want to con- 
sult the primer, Starting FORTH, by Leo Brodie ( Prentice- 
Hall). Screens are included in the diskette version for this 
purpose in Revision 2 (along with some bug fixes). 

The cassette version is a subset of the diskette version. It 
doesn't contain the EDITOR, OS, or COLOR/GRAPHICS 
screens. However, the manual lists all the screens, so cassette 
users can type in the screens they want to use. The cassette 
version is primarily for use as an introduction to FORTH, and 
not as a software development system. 

The author invites questions and comments by telephone and 
mail. 

REVIEW COMMENTS 

This version does a good job of emulating the fig-FORTH 
model. This FORTH includes convenient extensions to allow 
for diskette backup. It also includes the DECOMP (decom- 
pile) word in the DEBUG package; DECOMP is a fairly soph- 
isticated function not often found on microcomputer versions 
of FORTH. This FORTH supports the RS232 port I/O. Two 
sound commands are included. The user manual assumes 
familiarity with FORTH. 



REQUIRES 




No required accessories 




OPTIONAL 




All ATARI peripherals and accessories 




ORDER INFORMATION 




Media RAM Price 


Order No. 



Cassette 16K $39.95 APX- 10029 



Diskette 



24K $39.95 APX-20029 



Systems/Telecommunications 




FORTH TURTLE GRAPHICS PLUS 

by William D. Volk 

Recommended for EXTENDED fig-FORTH 
programmers 
Written in FORTH 



Turtle graphics for use with EXTENDED 
fig-FORTH 

If you're a user of our EXTENDED fig-FORTH, youll want to 
investigate FORTH TURTLE GRAPHICS PLUS. This package 
contains a group of FORTH words (functions) that adds the 
standard turtle graphics of ATARI PILOT (CXL4018) to EX- 
TENDED fig-FORTH. Using FORTH TURTLE GRAPHICS PLUS, 
you can design graphic programs displayable in any graphics 
mode and on any portion of the screen without modifying 
your program. 

Implemented in integer math, the package also includes a 
normalized coordinate system, the ability to create windows 
with clipped lines on any part of the screen display, the 
trigonometric functions *SIN, *COS, and TAN, and the twelve 
graphics modes available with the new GTIA chip for use in 
FORTH programs. Epson printer owners with GRAF-TRAX will 
appreciate the graphics mode 8 screen dump utility included 
in the package. 

The author invites written questions and comments. 
REVIEW COMMENTS 

This package is an excellent addition to EXTENDED fig- 
FORTH. Familiarity with FORTH is necessary. 



REQUIRES 

EXTENDED fig-FORTH (APX-20029) 



OPTIONAL 

Epson MX-80 or MX- 100 printer with GRAFTRAX 



ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 24K $17.95 APX-20157 





fun-FORTH 

by Joel Gluck 

Recommended for EXTENDED fig-FORTH 
programmers 
Written in fig-FORTH 

Sound and graphics commands for use with 
EXTENDED fig-FORTH 

Fun-FORTH is a valuable set of programming tools to use 
with another APX program, EXTENDED fig-FORTH. It's es- 
pecially useful for writing games. The 41 screens of FORTH 
words (commands) included in fun-FORTH facilitate using 
advanced sound generation, simple turtle graphics, the Joy- 
stick and Paddle Controllers, and the console keys and key- 
board in FORTH programs. Also included in this package are 
various words for timekeeping, random number generation, 
creation of arrays, and recursion. 

Fun-FORTH is clearly organized and designed so that you can 
load in only the fun-FORTH commands you want to use. You 
can create families of FORTH words for your specific pro- 
gramming needs. Fun-FORTH not only gives you the pro- 
gramming conveniences available in BASIC, but also provides 
several new and advanced features. 

The author invites written questions and comments. 

REVIEW COMMENTS 

A working knowledge of FORTH is necessary to use these 
screens. Programmers interested in increasing their use of 
the sound and graphics capabilities of ATARI Home Comput- 
ers will find fun-FORTH a very useful addition to EXTENDED 
fig-FORTH. In addition to adding many new commands, this 
extension forms the basis for a very nice program-develop- 
ment package. 



REQUIRES 




EXTENDED fig-FORTH (APX-20029) 




OPTIONAL 




One ATARI Joystick Controller 




One set of ATARI Paddle Controllers 




ORDER INFORMATION 




Media RAM Price 


Order No. 


Diskette 24K $24.95 


APX-20146 



67 



Systems/Telecommunications 





MANTIS 

by John H. Palevich 

Recommended for assembly language programmers 
Written in machine language 

To broaden the potential market for their work, programm- 
ers are extremely interested in creating programs for 
cassette-based ATARI Computers with 16K of memory. Until 
MANTIS BOOT TAPE DEVELOPMENT SYSTEM ( MANTIS ) 
came along, developing such programs usually meant having 
to remove memory modules, unplug the disk drive, and 
make temporary cassette copies. No more. With MANTIS, you 
can assemble and debug machine-language tape programs on 
your disk-based system with all the memory your system nor- 
mally contains. You use the ATARI 410 or ATARI 1010 Pro 
gram Recorder only after you've completely debugged your 
program. 

REQUIRES 

ATARI 410 or ATARI 1010 Program Recorder 
OPTIONAL 

Assembler Editor Cartridge 

ATARI Macro Assembler™ and Program-Text Editor™ 
(CX8121) 

ORDER INFORMATION 

Media RAM Price Order No. 



Diskette 



40K 



$24.95 APX-20143 



EXTENDED WSFN 

by Harry Stewart 

Recommended for programmers 
Written in machine language 




An educational graphics language for beginning 
programmers 

Do you know someone who's curious about your ATARI 
Computer but has no programming knowledge to call on to 
try out your system? This program might be the answer. 
WSFN (Which Stands For Nothing) is an educational graphics 
language developed for teaching programming concepts to 
beginners. Picture a small robot turtle holding a pen in his 
mouth and sitting in the middle of your TV screen. Now im- 
agine you can command the turtle to do such things as move, 
turn, and raise and lower his pen. That's what WSFN is all 
about. WSFN programs consist of strings of one-letter com- 
mands like "F" for "forward" and "L" for "left turn/' With 
simple instructions, users can write such standard program- 
ming structures as loops and subroutines. This version of 
WSFN is greatly extended compared to the original language, 
and it contains many advanced debugging, graphics, joystick, 
and mass storage features. Although you can do some fairly 
advanced graphics with WSFN, it's meant to be a beginner's 
language. Also, because it's strictly a graphical system, it isn't 
suitable for developing applications programs. 

REVIEW COMMENTS 

A comprehensive version of WSFN, with many advanced fea- 
tures. It can be a lot of fun to use and the graphics it gener- 
ates can be dazzling. Also, this language is fast, executing fast- 
er than BASIC in most cases. 

Because of time and staffing restrictions, this program hasn't 
undergone the extensive testing that any new language 
should. Some users may find WSFN's command language a 
bit cryptic at first. 



REQUIRES 






No required accessories 






OPTIONAL 






ATARI Joystick Controller 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 16K 


$24.95 


APX- 10026 



Systems/Telecommunications 



T: A TEXT DISPLAY DEVICE 

by Joseph J. Wrobel 

Recommended for BASIC programmers 
Written in machine language 

Intermix text and graphics on the same line in 
any graphics mode 

Remember your frustration when you tried to put all that text 
on the screen and found 40 characters cramping your style? 
What about the less-than-satisfactory results when you tried to 
label some graphs? T makes intermixing text and graphics on 
the same line. You'll have more freedom and control over 
what you can put on a line with this autoloading, 510-byte 
routine than you have using the standard technique of doing 
display list modifications. 



REQUIRES 






ATARI BASIC Language Cartridge 






ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Cassette 8K 


$24.95 


APX-10067 


Diskette 16K 


$24.95 


APX-20067 



CHAMELEON CRT TERMINAL EMULATOR 

by John Howard Palevich 

Recommended for ages 14 and up 
Written in BASIC and machine language 

Convert your ATARI Computer into a computer terminal' For 
three terminal types, "Glass TTY," ADM-3A, and VT-52, 
CHAMELEON supports tabs, line feed, form feed, and a visual 
bell signal. For the ADM-3A and VT-52, it also supports cursor 
addressing and basic editing features. It doesn't support the 
special graphics character set of the VT-52 or some rarely 
used ADM-3A features. 

CHAMELEON'S many features include: an 80-column, 24-line 
character display (displaying 40 columns at a time); contin- 
uous transmission at baud rates of 75 to 4800 (non-contin- 
uous at 9600); full ASCII standard character set; uploading 
and downloading capability between your computer and a 
time-sharing system and between two ATARI computers; and 
the ability to dump the contents of the TV screen to a printer. 
Assembly language programmers with a 32K disk system and 
the Assembler Editor Cartridge can define new terminal types 
with CHAMELEON. 



REQUIRES 

ATARI BASIC Language Cartridge 

ATARI 830 Acoustic Modem or an RS-232C device 

ATARI 850 Interface Module 



OPTIONAL 

ATARI printer or equivalent printer 
ORDER INFORMATION 

Media RAM Price Order No. 



ATARI PROGRAM-TEXT EDITOR* 

Recommended for teenagers — adults 
Written in machine language 

An editor for programs and text files 

This is an exceptionally well-designed, easy-to-use text editor. 
It's superb for revising source programs written in various 
programming languages (for example, ATARI BASIC, ATARI 
Pascal, or assembly language). An outstanding feature is its 
two-mode approach of immediate text editing, along with 
commands for searching the file and for manipulating both 
text strings and blocks of text. You edit your text by moving a 
cursor around the 20 lines of text in the text window and 
then typing in your revisions. The cursor indicates your cur- 
rent position and where the next character will appear. (The 
cursor also lets you do automatic vertical scrolling forward 
and backward.) You can position the cursor and revise text in 
a wide variety of ways. 

An auto-indent feature allows repositioning the cursor to an 
automatic tab stop on the next logical line, useful when writ- 
ing code in languages like Pascal. 

The command window at the bottom of the display screen 
contains three lines in which you can retain a series of com- 
mands and use them repeatedly, as needed. Command mode 
offers many actions. 

The editor supports files too large to fit into computer mem- 
ory with commands to load in sections of the file. You also 
use command mode to search for specific strings. The editor 
accepts wild cards as substitutes for characters in search 
strings. 

Other commands let you insert and delete text strings. You 
can delete blocks of characters within a line, or you can de- 
lete the entire logical line. You can recover a deleted line 
with another command. 

The editor also supports work with blocks of text. After you 
place markers immediately before and after the relevant text, 
you can use commands to copy, move, delete, print, or write 
to a diskette file. 

You can also load in a designated diskette file and insert it 
before the cursor. 

Another outstanding feature is the ability to customize the 
editor to fit categories of files. When you specify a filename 
with a certain extender, the editor automatically uses the op- 
tions you set instead of its normal settings. Options include: 
set tab, tab type, and tab display; set return display; set line 
length; set screen margins; and set screen color. 



REQUIRES 




ATARI BASIC Language Cartridge 




(for customizer feature only) 




OPTIONAL 




ATARI printer or equivalent printer 




ORDER INFORMATION 




Media RAM Price 


Order No. 



Diskette 32K $39.95 APX-20(r5 



Cassette 24K $24.95 APX- 10058 

Diskette 32K $24.95 APX-20058 



♦ATARI PROGRAM-TEXT EDITOR is a trademark of Atari, Inc. 



Systems/Telecommunications 




INSOMNIA (A SOUND EDITOR), REV. 1.1 

by Bob Fraser 

Recommended for BASIC programmers 
Written in BASIC and machine language 

Generate up to four-second sounds with up to 
four voices 

This sound editing package gives you an easy and enjoyable 
method for generating a complex ( four-voice ) sound or a few 
simple sounds lasting up to four seconds. You can install 
these sounds in your BASIC programs through a machine lan- 
guage subroutine included in INSOMNIA that lets your pro- 
gram run unimpeded by the sounds. Thus, your program 
isn't slowed down by its sounds, but it can turn these sounds 
on and off at will. 

You select the sound parameters and plot your points using a 
Joystick Controller, a Paddle Controller, or both. Working 
with any of the ATARI Computer's four sound generators, you 
immediately hear the changed sound each time you plot a 
point. You can play your sound either continuously or once 
only, and you can isolate one voice tor modification or you 
can combine voices to hear the overall effect. INSOMNIA also 
can produce very low and very high frequency sounds not 
attainable with conventional sound generating methods. You 
can save and recall sounds on diskette for further revision. 
Rev ision 1.1 corrects bugs in one of the demonstration pro- 
grams. 

REVIEW COMMENTS 

This well-designed program is very useful for learning how 
changing one parameter effects the resulting sound. IN- 
SOMNIA supports all four voices, creates sounds as long as 
lour seconds, and doesn't tie up machine time while generat- 
ing the sound in your program. 

INSOMNIA can load four voices into RAM only once, when 
your program loads in. Thus, you're limited as to sound com- 
plexity or variability within a program. 



REQUIRES 

ATARI BASIC Language Can ridge 
One ATARI Joystick Controller 



ATARI PASCAL LANGUAGE SYSTEM 

Recommended for advanced programmers 
familiar with Pascal 
Written in Pascal and assembly language 

ISO Pasca l with many enhancements 

Pascal is an excellent tool for developing and maintaining 
programs. ATARI Pascal offers a flexible modular compilation 
scheme to permit easy transition from monolithic program- 
ming style to modular programming without extensive pre- 
planning. This modular compilation scheme allows full ac cess 
to procedures and variables in any module from any other 
module. 

ATARI Pascal supports the International Standards Organiza- 
tion (ISO) draft standard (DPS/7185 as of 10 1 SO). 

Like UCSD Pascal™, both versions are written around a com- 
mon core — Pascal as defined by Jensen and Wirth. The dif- 
ferences between ATARI Pascal and I CSD aren't as significant 
as, for example, the differences in various BASICs. 

Pascal contains many enhancements not included in UCSD, 
such as: additional predefined scalars: BYTE, WORD, STRING; 
additional operators on integers; null strings; ELSE on CASE 
statement; external procedures; absolute variables; chaining 
to another program; and modular compilation. 

ATARI Pascal supports sequential and direct access files, text 
files, and block I/O. It has the same file handling capabilities 
as the ATARI Disk Operating System 2.0S. 

Run-time error handling includes checks for divide by zero, 
heap overflow, string overflow, and range checking, as well 
as support for user-supplied routines. 

ATARI Pascal has been tested, but not exhaustively. The ISO 
Test Suite has been successfully executed. Although errors 
are detected, the results might not be the same as in the ISO 
Test Suite. Testers agreed that ATARI Pascal is an excellent 
"second generation" product, but is seriously restricted 
ow ing to memory limitations and diskette capacity and 
performance 

As with other APX programs, ATARI does not support this 
product after sale. However, we'll study all documented 
problems we receive for future revisions. 

REVIEW COMMENTS 

For software developers with patience and persistence. Com- 
pilation is time-consuming and is restricted to two disk 
drives. However, one drive can be used after compilation to 
run the object program. Before buying, consider carefully its 
limited testing, support, and lack of tutorial information. 



REQUIRES 

Two ATARI 810 Disk Drives 

ATARI Program-Text Editor (APX-20075) 



One ATARI Paddle Controller OPTIONAL 

— — — ^— — — — — — — — . ATARI 825 80-Column Printer or equivalent printer 

ORDER INFORMATION 

Media RAM Price Order No. ORDER INFORMATION 

Diskette 24K $24.95 APX-20073 Media RAM Price O rder No. 

" —— — " — — — — — — — — — — — — — — — — — Diskette 48K $49.95 APX-20102 



Systems/Telecommunications 



BASIC PROGRAM COMPRESSOR 

(MASHER) frees up memory in your BASIC programs by 
removing REM statements, converting some constants to 
variables, and packing short lines together. REQUIRES: ATARI 
BASIC Language Cartridge. 



ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 32K 


$17.95 


APX-20008 



BLIS uses a number of formatting techniques like 
indenting and boldface type to make your BASIC programs 
more readable. Excellent for debugging, this utilitv is easy to 
set up. REQUIRES: ATARI BASIC Language Cartridge, ATARI 
825 80-Column Printer only 




MUSIC PLAYER lets you add to your programs music 
you create with the ATARI MUSIC COMPOSER cartridge. 
MUSIC PLAYER loads and runs any music file independently 
of program operation. REQUIRES: file(s) created with ATARI 
Music Composer (CSL4007). OPTIONAL: ATARI BASIC 
Language Cartridge (for sample songs). 

ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 16K $24.95 APX-20181 



ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 16K $24.95 APX-20049 



DISKMENU is a handy utility for large program and 
game libraries. By copying two programs from DISKMENU to 
any diskette, you can automatically load and run am program 
on that diskette. REQUIRES: ATARI BASIC Language Cartridge. 

ORDER INFORMATION 

Media RAM Price Order No. 

Diskette 16K $17.95 APX-20173 



PLAYER GENERATOR allows you to design a 
simple player/missile and then create a program for the 
design, which can be used in a game or larger program. 
REQUIRES: ATARI BASIC Language Cartridge, One ATARI 
Joystick Controller. 

ORDER INFORMATION 

Media RAM Price Order No. 

Cassette 24K $17.95 APX-10117 

Diskette 32K $17.95 APX-20117 



SPEED-O-DISK tests the speed of your ATARI 810 Disk 
Drive. If your disk drive isn't operating at normal speed, 
you'll get frequent Error 144 or Error 138 messages. 

ORDER INFORMATION 

Media RAM Price Order No. 



GTIA DEMONSTRATION DISKETTE - a set 

of BASIC programs showing off the graphics power of the 
GTIA chip. REQUIRES: an ATARI BASIC Language Cartridge 
and an ATARI 400/800 Home Computer with GTIA chip 
installed. 



Diskette 16K $24.95 APX-20109 



ORDER INFORMATION 

Media RAM 



Price 



Order No. 



Diskette 



24K 



$17.95 APX-20104 



MICROSOFT BASIC CROSS-REFERENCE 

UTILITY is a variable and line number tracer for ATARI 
Microsoft BASIC programs. This utility is a good program 
documentation and debugging aid. REQUIRES: ATARI 
Microsoft BASIC (CX8126). OPTIONAL: ATARI printer or 
equivalent printer. 



ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 40K 


$17.95 


APX-20125 



UTILITY DISKETTE II contains five utility programs 
that provide useful programming tools such as sorting, 
memory and file listing, and program comparisons. 
REQUIRES: ATARI BASIC Language Cartridge. OPTIONAL: 
ATARI 825 80-Column Printer or equivalent printer. 



ORDER INFORMATION 






Media RAM 


Price 


Order No. 


Diskette 24K 


$29.95 


APX-20124 



Publications 



Hardware 



De Re ATARI 

by Amy Chen, Jim Cox, Chris Crawford, Jim Dunion, 
Bob Fraser, Kathleen Pitta, and Lane Winner 



Handbook for advanced programmers 
$19.95 (APX-90008) 

De Re ATARI (All About ATARI) tells you everything you want 
to know about the ATARI 400 and ATARI 800 Home Comput- 
ers, but were afraid to ask. It's an excellent resource and 
training text for professional programmers who use ATARI 
Home Computers and for advanced hobbyists who under- 
stand ATARI BASIC and assembly language. Neither an in- 
troductory manual nor a reference for the computer, De Re 
ATARI explains the concepts behind the internal structure of 
the ATARI Home Computer. 

Topics include graphics indirection (i.e., color registers and 
character sets), player-missile graphics, display list interrupts, 
scrolling, sound, the Operating System, the Disk Operating 
System, and ATARI BASIC. Many discussions concern the 
three special-purpose integrated circuits designed by ATARI 
— ANTIC (a microprocessor for television display), CTIA (a 
chip for television display), and POKEY (a chip for input/ 
output and sound generation). Extensive appendices, sample 
programs, display screens, and diagrams generously illustrate 
the discussions. A glossary defines and explains some less 
commonly encountered terms. 

An added feature is a laminated Programmer's Card contain- 
ing the most neded facts and figures about the computer. 

APX Product Catalog 

winter 1982-83 edition 
$2.00 (APX-90009 Rev. A) 

This 88-page, four-color catalog contains sample screens and 
descriptions for 159 programs This is the base issue for 1983. 

spring 1983 edition 
$1.00 (APX-90009 Rev. B) 

This issue contains sample screens, full descriptions, and 
review comments for programs new to the spring edition, 
and condensed descriptions for all other APX programs. 

summer 1983 edition 
$1.00 (APX-90009 Rev. C) 

This issue contains sample screens, full descriptions, and re- 
view comments for programs new to the summer edition, 
and condensed descriptions for all other APX programs. 

fall 1983 edition 
$2.00 (APX-90009 Rev. D) 

You can also order more copies of this edition. 



For credit card orders, use these 
toll-free numbers: 800/672-1850 
(California) or 800/538-1862 
(elsewhere in Continental U.S.A.). 
Or phone direct: 408/727-5603. 



72 



48K RAM EXPANSION KIT 

$110.00 (APX-90015) 

With this kit you can upgrade the present memory capacity of 
your ATARI 400 Computer to 48 K RAM. Now you'll be able 
to use the more complex, memory-intensive programs avail- 
able for ATARI Computers, such as those for home manage- 
ment and systems/telecommunications. Your ATARI 400 Com- 
puter will then contain enough memory to use any program 
in the ATARI Home Computer and APX product lines. If 
youre an experienced assembler of electronic kits and have 
mastered soldering techniques, you can order the expansion 
board from APX and install it yourself. The kit includes de- 
tailed, generously illustrated installation instructions. Because 
of the level of skill required to install the RAM board, no war- 
ranty is available for boards installed by users. If you are not 
experienced, we recommend that your purchase the expan- 
sion board from your local ATARI Authorized Service Center, 
installed. (Price is slightly higher.) This product is not avail- 
able through ATARI dealers. 

DE-9S WITH DE 110963-1 SHELL 
(controller plug) $6.25 (APX-90001) 
This connector is suitable for the front joystick ports of the 
ATARI 400/800 Computers. Because you can program these 
ports for input or output, they're perfect for many specialized 
interfacing applications. These 9-pin, female connectors have 
solder-on, gold-plated contacts in a nylon insulator. To allow 
the connector to mate more securely with the computer's 
port, you may need to file the plastic shell slightly. 

5-PIN DIN CONNECTOR 

$2.49 (APX-90002) 

You can use this connector with the ATARI 800 Computer s 
video plug to connect your computer to video monitors, or 
to run the sound through a stereo system. 

13-PIN I/O PLUG 

$9.95 (APX-90003) 

You can use this connector, custom-designed for ATARI 
Home Computers, to build your own interface cables or 
devices. 

13-PIN I/O SOCKET 

$4.95 (APX-90004) 

This 13-pin, board-mounted connector with right-angle pins 
is the connector used inside ATARI Computers and per- 
ipherals. You can use it to build your own peripherals, exten- 
sion cables, and interfaces. 

DA-15P WITH DA110963-2 SHELL 
(850 printer plug) $5.95 (APX-90005) 
Use this 15-pin, male connector to connect your ATARI 850 
Interface Module to a compatible parallel printer. These con- 
nectors have solder-on, gold-plated pins in a nylon insulator. 

DE-9P WITH DEI 10963-1 SHELL 
(850 serial plug) $5.49 (APX-90006) 

Use this 9-pin, male connector to connect your ATARI 850 In- 
terface Module to external RS-232 or current-loop devices. 
These connectors have solder-on, gold-plated pins in a nylon 
insulator. 



ATARI Peripheral Contest! 




$24,000 in prizes 
for new and 
current APX 
authors 



Now, in addition to prizes awarded to 
winners in the quarterly APX contest, 
your program could win an additional 
$1,000, $2,000, or $3,000 in ATARI and 
APX hardware and software. 

Starting with the spring 1984 APX 
quarterly contest, home programmers 
whose programs are accepted by APX 
could win additional prizes if their 
program makes use of one of Atari's 
new peripherals: the ATARI Trak-Ball, 
the Atari 1200 Color Printer, or the 
speech synthesizer featured in the 
1400XL and 1450XLD ATARI Home 
Computers, or any ATARI modem.* 

Program authors who adapt their cur- 
rent APX products for use with periph- 
erals are also eligible for prizes. 

Each quarter the APX Board of Review 
will select three programs that make 
the best use of one or more of the 



peripherals. These programs will be 
ranked in first, second, and third 
place, and will be awarded a prize of 
$3,000, $2,000, and $1,000 in ATARI 
and APX products. 

At the end of 1984, Peripheral Contest 
winners will compete for a grand 
prize of $5,000 in cash. 

New product entries to the contest 
will first be judged by the standards 
set by the APX Review Board for all 
APX submissions. (See article on page 
16.) If the program meets these re- 
quirements and is accepted, it will 
then be judged for a Peripheral Con- 
test prize. 

Deadline for entries in the spring con- 
test is January 1, 1984. 

Contest entries will be judged by all of 
the following criteria: 

1. Ease of use. Does the program 
allow easy use of the peripheral? 

2. Active support. Does the relation- 
ship between the program and the 
peripheral^ ) clearly enhance the 
program's usefulness or entertain- 



ment value? Are the benefits of that 
relationship immediately clear to 
the user? 

3. Creativity. Does the program 
make the most creative use possible 
of the peripheral(s)? Is the relation- 
ship between the program and its 
peripheral(s) original or unusual? 

4. Flexibilty. Does the program 
make use of more than one per- 
ipheral feature or option? 

Specifications for each of the periph- 
erals are available. To request a copy 
for the peripheral(s) you will be work- 
ing with, phone the APX toll-free num- 
ber, 800/538-1862 (continental U.S. ex- 
cept California), or 800/672-1850 (Cali- 
fornia). Or write to ATARI Program Ex- 
change, P.O. Box 3705, Santa Clara, CA 
95055. 

* Includes the ATARI 835 Direct Connect 
Modem, the ATARI 830 modem, and the 
built-in, direct-connect modems that are 
part of the 1400 XL Home Computer and 
the 1450XLD Home Computer. 



APX 

ATARI® Program Exchange 

P.O. Box 3705, Santa Clara, CA 95055 



Address correction requested 



Bulk Rate 
U.S. Postage 
PAID 

Permit No. 1 
San Jose, CA 



in 



>• 




You've got the loot ... now, GETAWAY! to a great 
new game from the Atari® Program Exchange! 




It's a// there! The squall of sirens, the crazy 
turns down endless city streets, the anxious 
search for ill-gotten gain, the race against 
time for a safe place to stash your cash! 
Now your gas tank is nearly empty and night 
is about to fall. The coppers are closing in 
fast. Before you learn again that crime 
doesn't pay. ..Quick! GETAWAY! 

Ask for GETAWAY! at your local Atari software 
retailer, or order direct. Phone 800-538-1862, or 
800-672-1 850 in California. Or write Atari Program 
Exchange, P.O. Box 3705, Santa Clara, CA 95055. 

Cassette APX-1 01 95 32K $29.95 

Diskette APX-20195 32K $29.95 

For direct orders, add $2.50. 



Programs by our users ... for our users 



APX-90009 Rev. D